Difference between revisions of "Grim (3.5e Class)"

From Dungeons and Dragons Wiki
Jump to: navigation, search
m (Class Features)
 
(35 intermediate revisions by 11 users not shown)
Line 1: Line 1:
 
{{author
 
{{author
|author_name=Ganteka
+
|author_name=Ganteka Future
 
|date_created=18 July 2008
 
|date_created=18 July 2008
|adopter=
+
|status=17 September 2017: v8.1
|date_adopted=
+
|editing=Grammar/Spelling/Formatting Errors
|status=v6.2, needs updated ratings
+
|balance=Very High
|editing=Grammar/Spelling/Formatting
 
|img=Grim.jpg
 
 
}}
 
}}
{{3.5e Class Semantic
+
{{3.5e Class Data
|description=A supernatural warrior with a distaste for those who defy death. He transforms into a glowing otherworldly force of destruction, moving through solid walls and sending souls to the afterlife.
+
|summary=A supernatural warrior that channels power from the Ethereal Plane to transform his spirit and body as a divine ally of Death.
 +
|length=20
 +
|minlevel=1
 +
|bab=Moderate
 +
|fortitude=Poor
 +
|reflex=Poor
 +
|will=Good
 +
|ability=Spontaneous Divine Spellcasting
 +
|progression=Other
 +
|align=lg, ng, cg, ln, n, cn, le, ne, ce
 
}}
 
}}
 
 
 
== Grim ==
 
== Grim ==
  
{{quote|Your stay is unwelcome and soon to be ended. Speak your last words now while your voice still echoes.|orig=Brody, candothist grim|src=threatening a ghost.}}
+
''You are forged by death and loss, for it tempers your body and spirit.''
 
 
A grim wanders from town to town, passing amongst the varied peoples. The chill touch of death eternally separates the grim from common folk. He travels to find lost souls left trapped in homes, towns, graveyards and long forgotten crypts. He brings the wayward dead eternal rest, any way he can.
 
  
To most, the grim appears as a simple warrior, if an often sullen or gloomy one. However, it is the grim's duty to ferry the souls of the dead to their afterlife. He is a beacon of safe haven to the lost and wayward dead on the [[SRD:Material Plane|Material Plane]] who seek their final destination, but to those who grasp onto the living world beyond their welcome, he is a dreaded enemy. The grim is constantly reminded of his mortality and the horrific torment brought upon those who fail to cross over throughout his duties as well as serving as a reminder to others. It is this trait that earns him the name of "grim".
+
Harnessing and channeling abstracted extraplanar power (typically from the [[SRD:Ethereal Plane|Ethereal Plane]]), the grim transforms his core essence. He learns spells and focuses energy as a destructive scourge attack. He is a grim reminder of the fleeting lives of mortals and the horrific torment brought upon those who fail to cross over to the afterlife. It is this association that earns him the name of "grim".
  
Harnessing divine power directly from the essence of the [[SRD:Ethereal Plane|Ethereal Plane]], the grim transforms into the bane of those who defy death. With precise control, he is a fearsome presence in combat.  
+
Grims are at their peak when [[#Grim Transformation|transformed]], gaining access to spells, resistances, abilities and enhancements. Their [[#Grim Spellcasting|spells]] allow them to communicate, manipulate their surroundings, weaken opponents, bestow blessings, avoid detection and bear their wrath down upon their foes.  
  
 
=== Making a Grim ===
 
=== Making a Grim ===
  
He who follows this path may be brought into the life of a grim by making a pact with powerful spirits, a deity of [[SRD:Death Domain|death]], or perhaps some inborn connection or longstanding powerful trauma that has connected him to the [[#Heralds of Death and Ferrying Souls|agents of death]] or the [[SRD:Ethereal Plane|Ethereal Plane]].
+
Some that follow this path have inborn supernatural connections. Others are bound to the agents of death, the fates or the [[SRD:Ethereal Plane|Ethereal Plane]] by longstanding and powerful traumas. A rare few even make pacts with powerful spirits or deities of [[SRD:Death Domain|death]].
  
Grims are capable frontline melee combatants. Often wearing [[SRD:Light Armor|light armor]] or [[SRD:Medium Armor|medium armor]], they rely on maneuverability and tactics. As they see fit, they call upon their [[#Grim Transformation|Grim Transformation]] and tear through opponents. They cast their [[#Spells|spells]] to allow them to manipulate situations and bypass [[SRD:Traps|traps]] and obstacles. For all their fearsome power, they lack the physical presence of a true martial character, such as a [[SRD:Fighter|fighter]] or [[SRD:Barbarian|barbarian]] or the magical aptitude of a [[SRD:Wizard|wizard]] or [[SRD:Cleric|cleric]]. Despite their frequently reclusive habits, grims often rely on allies in troubling times.  
+
'''[[SRD:Ability Scores|Abilities]]:''' A grim will favor some ability scores over others depending on his focus and which [[#Aptitude Path|Aptitude Path]] he chooses. A [[#Grim Focus|high key mental ability score]] increases the potency of grim [[#Grim Spellcasting|spells]] and grants additional [[#Grim Life Points|LP]]. [[SRD:Strength|Strength]] is valuable for grims who focus on for melee brawling and combat maneuver tricks. [[SRD:Dexterity|Dexterity]] is valuable for grims who focus on [[SRD:Armor Class|lighter armors]], initiative and the specialization in finesse weapons.
  
'''[[SRD:Ability Scores|Abilities]]:''' [[SRD:Dexterity|Dexterity]] is great for [[SRD:Armor Class|Armor Class]] as well as their ability to make [[SRD:Touch_Attack#Touch_Attacks|touch attacks]] or specialize in finesse weapons. A high [[SRD:Wisdom|Wisdom]] increases the potency of grim [[#Spells|spells]]. [[SRD:Strength|Strength]] is, of course, handy for melee [[SRD:How_Combat_Works|combat]], [[SRD:Grapple|grappling]] and all that other burley stuff.
+
'''[[SRD:Races|Races]]:''' Any mortal race with enough culture to be aware of the afterlife is likely to have grims. Outsiders and elementals are less likely to become grims, as they already have a predisposed connection to a particular plane.
  
'''[[SRD:Races|Races]]:''' Any race that respects the dead or holds a reverence for passing-on are likely to have a few grims among their populace. [[SRD:Humans (Race)|Humans]], with their natural need to understand the world around them, take to becoming grims easily. [[SRD:Elves, High (Race)|Elves]] and [[SRD:Half-Elves (Race)|half-elves]] often have a fair number of grims among their numbers. [[SRD:Dwarves, Hill (Race)|Dwarves]] are rarely grims, since they are so long-lived with little demand for the role. [[SRD:Halflings, Lightfoot (Race)|Halflings]] and [[SRD:Gnomes, Rock (Race)|gnomes]] occasionally take up the life of a grim, either as outcasts or eccentric but necessary public servants. Primitive cultures often have grims, who may additionally serve as spiritualists and preachers to their fellows.  
+
'''[[SRD:Alignment|Alignment]]:''' Grims have diverse reasons, personalities, motivations, passions and [[SRD:Alignment|alignments]]. A grim may be of any [[SRD:Alignment|alignment]] without restriction to his class abilities.
  
'''[[SRD:Alignment|Alignment]]:''' Grims have diverse reasons for following their path. Their personalities, motivations and passions drive them. Just as their backgrounds and reasons are diverse, so are their [[SRD:Alignment|alignments]], and a grim may be of any [[SRD:Alignment|alignment]] without restriction to his class abilities.
+
'''Starting Gold:''' 5d4 × 10 gp (125 gp).
 
 
'''Starting Gold:''' 5d4 × 10 gp (125 gp).
 
  
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate, as [[SRD:Fighter|fighter]].
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate, as [[SRD:Fighter|fighter]].
Line 42: Line 43:
 
|+
 
|+
 
<div>{{Anchor|Table: The Grim}}</div>
 
<div>{{Anchor|Table: The Grim}}</div>
Hit Die: d8
+
Hit Die: d10
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
+
! rowspan="2" | [[BAB|Base<br />Attack Bonus]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]
 
! rowspan="2" | Special
 
! rowspan="2" | Special
Line 54: Line 55:
 
|-  
 
|-  
 
|1st|| class="left" | +0 || +0 || +0 || +2
 
|1st|| class="left" | +0 || +0 || +0 || +2
| class="left" | [[#Ethereal Gate|Ethereal Gate]] ([[SRD:Special Abilities Overview#Supernatural|Su]]), [[#Aura of Unease|Aura of Unease]] ([[SRD:Special Abilities Overview#Supernatural|Su]]), [[#Discount|Discount]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Gate Protection|Gate Protection]] ([[SRD:Special Abilities Overview#Supernatural|Su]])
+
| class="left" | [[#Alteration|Alteration]], [[#Past Deeds|Past Deeds]], [[#Scourge Attack|Scourge Attack]], [[#Grim Transformation|Transformation]]
|1||—||—||—
+
|2||—||—||—
 
|-  
 
|-  
 
|2nd|| class="left" | +1 || +0 || +0 || +3
 
|2nd|| class="left" | +1 || +0 || +0 || +3
| class="left" | [[#Grim Transformation|Transformation]] ([[SRD:Special Abilities Overview#Supernatural|Su]]) 1/day, [[#Alteration|Alteration]], [[#Rending Touch|Transformation: Rending Touch]]
+
| class="left" | [[#Alteration|Alteration]]
|2||—||—||—
+
|3||—||—||—
 
|-  
 
|-  
 
|3rd|| class="left" | +2 || +1 || +1 || +3
 
|3rd|| class="left" | +2 || +1 || +1 || +3
| class="left" | [[#Grim Sight|Grim Sight]] ([[SRD:Special Abilities Overview#Supernatural|Su]]) [[#Dedication|Dedication]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])
+
| class="left" | [[#Second Path|Second Path]]
|2||—||—||—
+
|3||—||—||—
 
|-  
 
|-  
 
|4th||class="left" | +3 || +1 || +1 || +4
 
|4th||class="left" | +3 || +1 || +1 || +4
| class="left" | [[#Grim Transformation|Transformation]] 2/day, [[#Alteration|Alteration]]
+
| class="left" | [[#Alteration|Alteration]], [[#Death's Communion|Death's Communion]]
|2||1||—||—
+
|3||2||—||—
 
|-  
 
|-  
 
|5th||class="left" | +3 || +1 || +1 || +4
 
|5th||class="left" | +3 || +1 || +1 || +4
| class="left" | [[#Grim Sight|Grim Sight: See Invisibility]] ([[SRD:Special Abilities Overview#Supernatural|Su]]), [[#Divine Suffusion|Divine Suffusion 1st Level]] ([[SRD:Special Abilities Overview#Supernatural|Su]])
+
| class="left" | [[#Divine Suffusion|Divine Suffusion 1st Level]]
|2||1||—||—
+
|3||2||—||—
 
|-  
 
|-  
 
|6th||class="left" | +4 || +2 || +2 || +5
 
|6th||class="left" | +4 || +2 || +2 || +5
| class="left" | [[#Alteration|Alteration]]
+
| class="left" | [[#Alteration|Alteration]], [[#Death's Accord|Death's Accord]]
|2||2||—||—
+
|3||3||—||—
 
|-  
 
|-  
 
|7th||class="left" | +5 || +2 || +2 || +5
 
|7th||class="left" | +5 || +2 || +2 || +5
| class="left" | [[#Lucent Body|Transformation: Lucent Body]], [[#Grim Sight|Grim Sight: See Ethereal]] ([[SRD:Special Abilities Overview#Supernatural|Su]])
+
| class="left" | [[#Agile Scourge|Agile Scourge]], [[#Returning Memories|Returning Memories]]
|2||2||—||—
+
|3||3||—||—
 
|-  
 
|-  
 
|8th||class="left" | +6/+1 || +2 || +2 || +6
 
|8th||class="left" | +6/+1 || +2 || +2 || +6
| class="left" | [[#Grim Transformation|Transformation]] 3/day, [[#Alteration|Alteration]], [[#Returning Memories|Returning Memories]]
+
| class="left" | [[#Alteration|Alteration]], [[#Bonus Feat|Bonus Feat]], [[#Imbued Body|Imbued Body]]
|3||2||—||—
+
|4||3||—||—
 
|-  
 
|-  
 
|9th||class="left" | +6/+1 || +3 || +3 || +6
 
|9th||class="left" | +6/+1 || +3 || +3 || +6
| class="left" | [[#Imbued Body|Imbued Body]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Divine Suffusion|Divine Suffusion 2nd Level]] ([[SRD:Special Abilities Overview#Supernatural|Su]])
+
| class="left" | [[#Divine Suffusion|Divine Suffusion 2nd Level]], [[#Nixing Scourge|Nixing Scourge]]
|3||2||—||—
+
|4||3||—||—
 
|-  
 
|-  
 
|10th||class="left" | +7/+2 || +3 || +3 || +7
 
|10th||class="left" | +7/+2 || +3 || +3 || +7
| class="left" | [[#Death's Contract|Death's Contract]], [[#Alteration|Alteration]]
+
| class="left" | [[#Alteration|Alteration]], [[#Death's Contract|Death's Contract]]
|3||2||1||—
+
|4||3||2||—
 
|-  
 
|-  
 
|11th||class="left" | +8/+3 || +3 || +3 || +7
 
|11th||class="left" | +8/+3 || +3 || +3 || +7
| class="left" | [[#Ethereal Deviation|Transformation: Ethereal Deviation]]
+
| class="left" | [[#Eternal Life|Eternal Life]], [[#Imbued Body|Imbued Body]]
|4||2||1||—
+
|5||3||2||—
 
|-  
 
|-  
 
|12th||class="left" | +9/+4 || +4 || +4 || +8
 
|12th||class="left" | +9/+4 || +4 || +4 || +8
| class="left" |   [[#Grim Transformation|Transformation]] 4/day, [[#Alteration|Alteration]]
+
| class="left" | [[#Alteration|Alteration]]
|4||2||1||—
+
|5||3||2||—
 
|-  
 
|-  
 
|13th||class="left" | +9/+4 || +4 || +4 || +8
 
|13th||class="left" | +9/+4 || +4 || +4 || +8
| class="left" | [[#Imbued Body|Imbued Body]]
+
| class="left" | [[#Bonus Feat|Bonus Feat]]
|4||2||2||—
+
|5||3||3||—
 
|-  
 
|-  
 
|14th||class="left" | +10/+5 || +4 || +4 || +9
 
|14th||class="left" | +10/+5 || +4 || +4 || +9
| class="left" | [[#Alteration|Alteration]], [[#Divine Suffusion|Divine Suffusion 3rd Level]] ([[SRD:Special Abilities Overview#Supernatural|Su]])
+
| class="left" | [[#Alteration|Alteration]], [[#Divine Suffusion|Divine Suffusion 3rd Level]], [[#Imbued Body|Imbued Body]]
|4||2||2||—
+
|5||3||3||—
 
|-  
 
|-  
 
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9
 
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9
| class="left" |[[#Rending Nullification Touch|Transformation: Rending Nullification Touch]]
+
| class="left" | [[#Great Scourge|Great Scourge]]
|4||2||2||1
+
|5||3||3||2
 
|-  
 
|-  
 
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10
 
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10
| class="left" | [[#Grim Transformation|Transformation]] 5/day, [[#Alteration|Alteration]]
+
| class="left" | [[#Alteration|Alteration]]
|4||3||2||1
+
|5||4||3||2
 
|-  
 
|-  
 
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10
 
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10
| class="left" | [[#Imbued Body|Imbued Body]]
+
| class="left" | [[#Imbued Body|Imbued Body]]
|4||3||2||1
+
|5||4||3||2
 
|-  
 
|-  
 
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11
 
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11
| class="left" | [[#Grim Transformation|Transformation]] 6/day, [[#Alteration|Alteration]]
+
| class="left" | [[#Alteration|Alteration]], [[#Bonus Feat|Bonus Feat]]
|4||3||3||1
+
|5||4||4||2
 
|-  
 
|-  
 
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11
 
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11
| class="left" | [[#Divine Suffusion|Divine Suffusion 4th Level]] ([[SRD:Special Abilities Overview#Supernatural|Su]])
+
| class="left" | [[#Divine Suffusion|Divine Suffusion 4th Level]]
|4||3||3||1
+
|5||4||4||2
 
|-  
 
|-  
 
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12
 
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12
| class="left" | [[#Grim Nova|Grim Nova]] ([[SRD:Special Abilities Overview#Supernatural|Su]]), [[#Alteration|Alteration]]
+
| class="left" | [[#Alteration|Alteration]], [[#Imbued Body|Imbued Body]], [[#Perfect Transformation|Perfect Transformation]]
|4||3||3||2
+
|5||4||4||3
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
+
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, ×4 at 1st level)'''<br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Knowledge|Knowledge (religion)]] ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] [[#Soul Ferrier|(soul ferrier)]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD: Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]])
+
{{3.5e Skills|Balance,
 +
Bluff,
 +
Climb,
 +
Concentration,  
 +
Craft,  
 +
Diplomacy,
 +
Disguise,  
 +
Escape Artist,
 +
Heal,
 +
Hide,
 +
Intimidate,
 +
Knowledge (local),  
 +
Knowledge (the planes),  
 +
Knowledge (religion),  
 +
Listen,  
 +
Move Silently,  
 +
Perform,
 +
Profession,  
 +
Ride,
 +
Search,  
 +
Sense Motive,  
 +
Spellcraft,  
 +
Spot,
 +
Survival,
 +
Swim}}
 
|}
 
|}
  
 
==== Class Features ====
 
==== Class Features ====
  
Grims gain powers that augment their [[#Grim Transformation|Transformation]], ease their passage from life and death and back, augment their bodies, senses and essences as well as destructive touch attacks and resistances to [[SRD:Undead Type|undead]].  
+
The following are class features of the grim.  
  
All of the following are class features of the grim.  
+
'''Weapon and Armor Proficiency:''' All grims are [[SRD:Armor Proficiency (Light)|proficient]] with [[SRD:Light Armor|light armor]], [[SRD:Medium Armor|medium armor]], light and heavy shields, [[SRD:Simple Weapon Proficiency|simple weapons]], [[SRD:Handaxe|handaxe]], [[SRD:Light Hammer|light hammer]], [[SRD:Light Pick|light pick]], [[SRD:Scythe|scythe]] and [[SRD:Throwing Axe|throwing axe]].
  
'''Weapon and Armor Proficiency:''' A grim is [[SRD:Armor Proficiency (Light)|proficient]] with [[SRD:Light Armor|light armor]] and [[SRD:Simple Weapon Proficiency|proficient]] with [[SRD:Simple Weapon|simple weapons]]. The grim is also proficient with a single [[SRD:Martial Weapon|martial weapon]] of his choice.
+
'''{{Anchor|Competent Combatant}}:''' A grim's class level may be used instead of his grim base attack bonus for the purposes of meeting prerequisites for feats and for the benefits of base attack bonus-tiered scaling feats. Additionally, when making a [[SRD:Bull Rush|bull rush]], [[SRD:Disarm|disarm]], [[SRD:Grapple|grapple]], [[SRD:Sunder|sunder]], or [[SRD:Trip|trip]] attempt, a grim may use his grim class level instead of his grim base attack bonus for the purpose of the check.
  
'''{{Anchor|Spells}}:''' A grim casts his [[SRD:Spells|spells]] at-will as [[SRD:Special Abilities Overview#Spell-like|spell-like]] abilities while [[#Grim Transformation|Transformed]]. The grim cannot cast spells when not [[#Grim Transformation|Transformed]] unless he has also gained the appropriate [[#Divine Suffusion|Divine Suffusion]] to cast a spell of that level. [[SRD:Wisdom|Wisdom]] determines the power of his spells.
+
'''{{Anchor|Aptitude Path}}:''' A grim chooses one of these paths upon gaining his first level.
  
A grim channels his spells through divine meditation in a one hour meditation ritual typically performed at dawn after awaking. The spells he learns are ingrained into his essence and he may use them at will while [[#Grim Transformation|Transformed]]. However, if he wishes to change what spells he is able to cast, he must meditate uninterrupted for one hour. He may change any or all of his known spells. A grim may prepare and cast any spell on the grim spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his meditation.
+
:''Brawler Path:'' He gains a [[SRD:Monk|monk's Unarmed Strike]] and [[SRD:Monk#Flurry of Blows|Flurry of Blows]] abilities that scale with his grim level. Though, he must flurry with unarmed strikes or with special grim weapons (dagger, handaxe, light mace, light pick, quarterstaff, scythe, sickle and throwing axe).
  
To learn or cast a spell, a grim must have a [[SRD:Wisdom|Wisdom]] score equal to at least 10 + the spell level. The [[SRD:Using Skills#Difficulty Class|Difficulty Class]] for a saving throw against a grim’s spell is 10 + the spell level + the grim’s [[SRD:Wisdom|Wisdom]] modifier. Unlike most other spellcasters, a grim has a limitless supply of spells per day. In addition, he only gains access to lower level spells and is initially limited to casting spells only while [[#Grim Transformation|Transformed]].
+
:''Casting Path:'' He gains [[SRD:Combat Casting|combat casting]] as well as 2 additional [[#Grim Life Points|LP]].
  
A grim’s variety of spells is extremely limited. A grim is able to learn one 1st-level spell of his choice at 1st level. As he gains more grim levels, he gains more new spells, as indicated on [[#Table: The Grim|Table: The Grim]]. (The number of spells a grim knows is not affected by his [[SRD:Wisdom|Wisdom]] score; the numbers on [[#Table: The Grim|Table: The Grim]] are fixed.) These spells are chosen from the list below.  
+
:''Defense Path:'' He gains [[SRD:Armor Proficiency (Heavy)|Heavy Armor Proficiency]] as well as [[SRD:Tower Shield Proficiency|Tower Shield Proficiency]]. Increase his grim class level [[SRD:Saving Throw#Fortitude|Fortitude]] save progression to "Good".
  
Upon reaching 4th, 10th and 15th levels, the grim gains access to each higher level of spells. He may choose to have a lower level spell occupy a higher level slot (though, the spell is still cast as though it were of its normal level).
+
:''Exotic Path:'' He gains [[SRD:Martial Weapon Proficiency|proficiency]] with all [[SRD:Weapons|martial weapons]] and [[SRD:Exotic Weapon Proficiency|proficiency]] with one [[SRD:Weapons|exotic weapon]] of his choice. He adds 2 skill points per level for his grim class levels.
  
Metamagic feats are a great boon to a grim's spellcasting, allowing him to cast a wider variety of spells that occupy his higher level spell-slots for greater effect. However, to use a metamagic feat, the spell must be prepared to occupy the higher slot to be used, like a [[SRD:Wizard|wizard]].
+
:''Finesse Path:'' He gains [[SRD:Martial Weapon Proficiency|proficiency]] with all [[SRD:Weapons|martial weapons]] as well as [[SRD:Weapon Finesse|Weapon Finesse]]. Increase his grim class level [[SRD:Saving Throw#Reflex|Reflex]] save progression to "Good".
  
Like a [[SRD:Wizard|wizard]] or a [[SRD:Cleric|cleric]], a grim prepares his spell slots in advance. He can cast any spell he meditated for at-will while [[#Grim Transformation|Transformed]]. To cast a spell while not [[#Grim Transformation|Transformed]], a grim must have the corresponding [[#Divine Suffusion|Divine Suffusion]] to cast spells of that level.
+
'''{{Anchor|Grim Focus}}:''' Grims use different mental ability scores as their key mental ability for spell-casting and grim abilities. A grim chooses one of the following.
  
Grims choose their spells from the following list:
+
:''Intelligence-Based:'' Gain all [[SRD:Knowledge Skill|Knowledge]] skills as class skills. Gain 1 bonus skill point per grim level to invest in any [[SRD:Craft Skill|Craft]] skill.
  
1st&mdash; ''[[SRD:Cause Fear|cause fear]]'', ''[[SRD:Comprehend Languages|comprehend languages]]'', ''[[SRD:Deathwatch|deathwatch]]'', ''[[SRD:Detect Magic|detect magic]]'', ''[[SRD:Detect Secret Doors|detect secret doors]]'', ''[[SRD:Detect Undead|detect undead]]'', ''[[SRD:Disrupt Undead|disrupt undead]]'', ''[[SRD:Expeditious Retreat|expeditious retreat]]'', ''[[SRD:Hide from Undead|hide from undead]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Message|message]]'', ''[[SRD:Obscuring Mist|obscuring mist]]'', ''[[SRD:Sleep|sleep]]'', ''[[SRD:Touch of Fatigue|touch of fatigue]]''
+
:''Wisdom-Based:'' Gain [[SRD:Autohypnosis Skill|Autohypnosis]] as a class skill. Gain 1 bonus skill point per grim level to invest in any [[SRD:Profession Skill|Profession]] skill.
  
2nd&mdash; ''[[SRD:Augury|augury]]'', ''[[SRD:Blur|blur]]'', ''[[SRD:Darkness|darkness]]'', ''[[SRD:Darkvision (Spell)|darkvision]]'', ''[[SRD:Death Knell|death knell]]'', ''[[SRD:False Life|false life]]'', ''[[SRD:Fog Cloud|fog cloud]]'', ''[[SRD:Ghoul Touch|ghoul touch]]'', ''[[SRD:Gust of Wind|gust of wind]]'', ''[[SRD:Invisibility (Spell)|invisibility]]'', ''[[SRD:Levitate|levitate]]'', ''[[SRD:Scare|scare]]'', ''[[SRD:Silence|silence]]'', ''[[SRD:Whispering Wind|whispering wind]]''
+
:''Charisma-Based:'' Gain [[SRD:Use Magic Device Skill|Use Magic Device]] as a class skill. Gain 1 bonus skill point per grim level to invest in any [[SRD:Perform Skill|Perform]] skill.
  
3rd&mdash; ''[[SRD:Deeper Darkness|deeper darkness]]'', ''[[SRD:Displacement|displacement]]'', ''[[SRD:Fear (Spell)|fear]]'', ''[[SRD:Fly (Spell)|fly]]'', ''[[SRD:Gaseous Form|gaseous form]]'', ''[[SRD:Invisibility Sphere|invisibility sphere]]'', ''[[SRD:Speak with Dead|speak with dead]]'', ''[[SRD:Vampiric Touch|vampiric touch]]'', ''[[SRD:Wind Wall|wind wall]]''
+
'''{{Anchor|Grim Spellcasting}}:''' A grim casts his [[SRD:Spells|spells]] at-will while [[#Grim Transformation|transformed]] which does not expend the slots they occupy. He cannot cast spells when not [[#Grim Transformation|transformed]] unless he has also gained the corresponding [[#Divine Suffusion|Divine Suffusion]] to cast a spell of that level. His key mental ability score determines the power of his spells.
  
4th&mdash; ''[[SRD:Contact Other Plane|contact other plane]]'', ''[[SRD:Crushing Despair|crushing despair]]'', ''[[SRD:Death Ward|death ward]]'', ''[[SRD:Dimensional Anchor|dimensional anchor]]'', ''[[SRD:Divination|divination]]'', ''[[SRD:Divine Power|divine power]]'', ''[[SRD:Enervation|enervation]]'', ''[[SRD:Greater Invisibility|greater invisibility]]'', ''[[SRD:Phantasmal Killer|phantasmal killer]]'', ''[[SRD:Sending|sending]]'', ''[[SRD:Solid Fog|solid fog]]'', ''[[SRD:Tongues|tongues]]''
+
A grim readies his spells through divine meditation in an hour-long meditation ritual typically performed at dawn after waking. Anytime he wishes to change all his readied spells, he must meditate uninterrupted for one hour. The spells he readies are ingrained into his essence and he may use them at-will while [[#Grim Transformation|transformed]]. For quickly readying different spells, he may swap out one spell for another of the same level by spending 1 LP per spell level as a [[SRD:Full-Round Actions|full-round action]]. A grim may ready and cast any spell on the grim spell list, provided that he can cast spells of that level, but he must choose which spells to ready during his meditation.
  
'''{{Anchor|Ethereal Gate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level, an ethereal gate of tiny slowly rotating rings appears on the grim's body, no bigger than the palm of his hand. This gate opens to allow willing souls passage to their final destinations. The gate is in a location of the grim's choice and is ethereal.  
+
To ready or cast a spell, a grim must have a key mental ability score equal to at least 10 + the spell's level. The [[SRD:Using Skills#Difficulty Class|Difficulty Class]] for a saving throw against a grim’s spell is 10 + the spell's level + the grim’s key mental ability modifier. Unlike most other spellcasters, a grim has a nearly limitless supply of spells per day. He gains access of up to 4th level spells and is initially limited to casting spells only while [[#Grim Transformation|transformed]].
  
'''{{Anchor|Aura of Unease}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, all [[SRD:Animal Type|animals]] that come within 10 feet of the grim must make a [[SRD:Will|Will]] save [[SRD:Using Skills#Difficulty Class|DC]] 10 + {{1/2}} his grim levels + [[SRD:Charisma|Charisma]] modifier or become [[SRD:Shaken|shaken]]. The [[SRD:Animal Type|animal]] stays shaken as long as it stays within 10 feet of the grim and for 1d4 rounds afterwords. If the [[SRD:Animal Type|animal]] succeeds at its save, it is unaffected by the grim's Aura of Unease for 24 hours.
+
A grim’s list of spells is harshly limited. A grim is able to prepare two 1st-level spells of his choice at 1st level. As he gains more grim levels, he gains more new spells, as indicated on [[#Table: The Grim|Table: The Grim]]. The number of spells a grim readies is not affected by his key mental ability score; the numbers on [[#Table: The Grim|Table: The Grim]] are fixed. These spells are chosen from the list below.  
  
An animal may be trained ([[SRD:Handle Animal Skill|Handle Animal]] [[SRD:Using Skills#Difficulty Class|DC]]  20) to resist an Aura of Unease as one of its tricks. See [[SRD:Handle Animal Skill|Handle Animal]] for more information on tricks.
+
Upon reaching 4th, 10th and 15th levels, the grim gains access to each higher level of spells. He may choose to have a lower level spell occupy a higher level slot (though, the spell is still cast as though it were of its normal level). Metamagic spells must be prepared in the higher slot to be used.
  
'''{{Anchor|Discount}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, as compensation for the grim's duties, he gains a discount on being raised from the dead. The [[SRD:Components (Spell Descriptor)|material component]] cost requirement drops by 5% for each grim level he possesses. At 20 grim levels, the [[SRD:Components (Spell Descriptor)|material component]] cost to be raised from the dead no longer needs to be paid.
+
Grims choose their spells from the following list:
  
'''{{Anchor|Gate Protection}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The otherworldly power of the [[#Ethereal Gate|Ethereal Gate]] affords the grim protection against [[SRD:Undead Type|undead]]. Starting at 1st level, the grim gains a bonus on all [[SRD:Saving Throw|saves]] to resist the [[SRD:Special Abilities Overview#Supernatural|supernatural]], [[SRD:Special Abilities Overview#Extraordinary|extraordinary]], [[SRD:Special Abilities Overview#Spell-Like|spell-like]] or [[SRD:Special Abilities Overview#Psi-like|psi-like]] attacks of [[SRD:Undead Type|undead]] creatures. This ability increases at a rate of 1 point of bonus per 4 additional grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on.
+
1st— ''[[SRD:Cause Fear|cause fear]]'', ''[[SRD:Comprehend Languages|comprehend languages]]'', ''[[SRD:Deathwatch|deathwatch]]'', ''[[SRD:Detect Secret Doors|detect secret doors]]'', ''[[SRD:Expeditious Retreat|expeditious retreat]]'', ''[[SRD:Hide from Undead|hide from undead]]'', ''[[Lantern of the Moon (3.5e Spell)|lantern of the moon]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Message|message]]'', ''[[SRD:Sleep|sleep]]'', ''[[SRD:Touch of Fatigue|touch of fatigue]]'', ''[[Warstrider (3.5e Spell)|warstrider]]''
  
'''{{Anchor|Grim Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A flow of strange ethereal waves flow into his body and weapons. He begins glowing as faintly as a [[SRD:Candle|candle]], dimly illuminating his square. At 2nd level, he learns to harness the otherworldly power of his [[#Ethereal Gate|Ethereal Gate]] to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from grim to grim. See "[[#Choosing a Transformed Form|Choosing a Transformed Form]] below for ideas).
+
2nd— ''[[SRD:Augury|augury]]'' (full-round action), ''[[SRD:Blur|blur]]'', ''[[SRD:Darkness|darkness]]'', ''[[SRD:Darkvision (Spell)|darkvision]]'', ''[[SRD:False Life|false life]]'', ''[[SRD:Ghoul Touch|ghoul touch]]'', ''[[SRD:Gust of Wind|gust of wind]]'', ''[[SRD:Levitate|levitate]]'', ''[[SRD:Scare|scare]]'', ''[[SRD:Whispering Wind|whispering wind]]''
  
The outpouring of otherworldly energy temporarily transforms him into an [[SRD:Outsider Type|Outsider]] (unless he already has either the [[SRD:Undead Type|Undead]] or [[SRD:Construct Type|Construct]] types).
+
3rd— ''[[SRD:Displacement|displacement]]'', ''[[SRD:Fear (Spell)|fear]]'', ''[[SRD:Fly (Spell)|fly]]'', ''[[SRD:Gaseous Form|gaseous form]]'', ''[[SRD:Halt Undead|halt undead]]'', ''[[SRD:Vampiric Touch|vampiric touch]]'', ''[[SRD:Wind Wall|wind wall]]''
  
His armor, coursing with otherworldly power, no longer restricts his movement. His armor's [[SRD:Armor Check Penalty|armor check penalty]], [[SRD:Armor_Qualities#Maximum_Dex_Bonus|maximum dexterity bonus]] and [[SRD:Armor Qualities#Arcane Spell Failure|Arcane Spell Failure]] are negated while he remains Transformed. He regains his [[SRD:Armor Qualities#Speed|unencumbered speed]] if he wears [[SRD:Medium Armor|medium]] or [[SRD:Heavy Armor|heavy armor]] and is otherwise unencumbered.
+
4th— ''[[SRD:Crushing Despair|crushing despair]]'', ''[[SRD:Death Ward|death ward]]'', ''[[SRD:Dimensional Anchor|dimensional anchor]]'', ''[[SRD:Divination|divination]]'', ''[[SRD:Enervation|enervation]]'', ''[[SRD:Sending|sending]]'', ''[[SRD:Tongues|tongues]]''
  
He can touch any [[SRD:Incorporeal Subtype|incorporeal]] creature as though it were solid, dealing damage normally and ignoring an [[SRD:Incorporeal Subtype|incorporeal]] creature's 50% miss chance.
+
'''{{Anchor|Grim Life Points}} {{Ex}}:''' A grim gains a pool of life points (LP) equal to his grim level + his key mental ability modifier (minimum of 1). LP refresh at a rate of 1 per 10 minutes counting since their last usage.  
  
He glides roughly 4 inches over the ground without touching it. He can pass over non-solid or unstable ground without suffering penalties to movement, such as water or lava. He leaves no tracks behind.
+
These points are used to fuel his [[#Grim Transformation|transformation]], [[#Scourge Attack|scourge attack]] and other abilities, representing his connection and enhancement from his source of power.
  
He may [[#Grim Transformation|Transform]] at will as a [[SRD:Free Actions|free action]] on his turn. His Transformation lasts for a number of rounds per day equal to 3 + the character’s [[SRD:Constitution|Constitution]] modifier (minimum of 1 round). A grim may prematurely end his Transformation. As a grim gains levels, he will also gain new [[#Transformation Properties|Transformation Properties]] during his [[#Grim Transformation|Transformation]] as well as have his choice of other [[#Alteration|Alterations]] to modify his [[#Grim Transformation|Transformation]] with.
+
An increase in his key mental ability grants the capacity for more LP, which are filled at the normal refresh rate.
  
At 2nd level he can use his Transformation ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes no time itself, but a grim can do it only during his action, not in response to someone else’s action.
+
'''{{Anchor|Alteration}} {{Su}}:''' Starting at 1st level and each time he gains an even-numbered grim level, he gains an alteration of his choice. He may choose any alteration he meets the prerequisites for. An alteration only functions while he is [[#Grim Transformation|transformed]]. The [[#Alterations|full alteration list]] can be found below.
  
'''{{Anchor|Transformation Properties}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As he gains levels, his [[#Grim Transformation|Transformation]] grows in power and takes on additional abilities and powers.
+
'''{{Anchor|Grim Transformation}} {{Su}}:''' Ethereal essences imbue his body and weapons. At 1st level, he learns to directly harness the otherworldly power of the [[SRD:Ethereal Plane|Ethereal Plane]] to transform himself. His transformation's appearance evolves as he gains levels, though the details vary from grim to grim.  
  
''{{Anchor|Rending Touch}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 2nd level, he learns to channel otherworldly energy as a raw magical force to perform a [[SRD:Touch Attack|touch attack]] as a standard action against his opponents. He deals 1d6 damage per two grim levels as magical energies tear through and inundate the target (2d6 at 4th level, 3d6 at 6th level and so on). While [[#Grim Transformation|Transformed]], he deals damage equal to 1d6 per grim level. In the event he [[SRD:Grapple|grapples]] his opponent, and is not pinned, he automatically succeeds his [[SRD:Armor Class#Touch Attacks|touch attack]] against his opponent.
+
A 1st-level grim may transform into his grim form as a [[SRD:Swift Actions|swift action]] on his turn by spending 1 LP (with 1 LP each additional round to maintain the transformation as a non-action). A grim may end his transformation as a [[SRD:Free Actions|free action]], even when it is not his turn. If a grim runs out of LP, he may overextend and continue to maintain his transformation by paying the "grim cost" (1 HP of lethal damage per HD each round transformed, bypassing resistances and any temporary HP). Entering into this overextension, the grim may not transform again after he de-transforms until all his LP are refreshed.
  
Rending Touch is a [[SRD:Armor Class#Touch Attacks|touch attack]] that affects a single target, allowing no saving throw. A Rending Touch deals 1d6 points of damage at 2nd level and increases in power as the grim rises in level. For the purposes of [[SRD:Spell Resistance|spell resistance]] and other effects calculated by spell level, Rending Touch is the equivalent of a spell whose level is equal to one-half the grim’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a grim reaches 18th level or higher. A Rending Touch is subject to [[SRD:Spell Resistance|spell resistance]], however, the [[SRD:Spell Penetration|Spell Penetration]] feat and other effects that improve caster level checks to overcome [[SRD:Spell Resistance|spell resistance]] also apply to Rending Touch. A Rending Touch deals half damage to objects until he gains [[#Rending Nullification Touch|Rending Nullification Touch]]. However, the feat [[SRD:Ability Focus|Ability Focus]] (Rending Touch) increases the [[SRD:Using Skills#Difficulty Class|DC]] for all saving throws (if any) associated with a grim’s Rending Touch by 2.
+
The influx of power grants him a reroll on a d20 roll he makes once per round. Additionally, he may spend 1 [[#Grim Life Points|LP]] while transformed to reroll any single d20 roll once per round.
  
{| class="zebra d20"
+
As a grim gains levels, he will have his choice of [[#Alteration|alterations]] to modify the abilities he gains when he transforms. A grim who is knocked [[SRD:Unconscious|unconscious]] or dies while transformed, remains transformed until the start of his next turn.
|+ {{Anchor|Table: Rending Touch/Rending Nullification Touch}} Damage
 
|-
 
!  Target || Standard || While Transformed
 
|-
 
| Creature || 1d6 damage per 2 grim levels || 1d6 damage per grim level
 
|-
 
| Object<sup>1</sup> || 1d6 damage per 2 grim levels/2 || 1d6 damage per grim level/2
 
|-
 
| Object<sup>2</sup> || 1 cubic foot per 2 grim levels || 1 cubic foot per grim level
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
# Damage dealt without [[#Rending Nullification Touch|Rending Nullification Touch]].<br/>
 
# Must have [[#Rending Nullification Touch|Rending Nullification Touch]] to disintegrate objects. <br/>
 
[[SRD:Fortitude Save|Fortitude]] Save [[SRD:Using Skills#Difficulty Class|DC]] = 10 + [[SRD:Wisdom|Wisdom]] modifier + {{1/2}} grim level.
 
|}
 
  
''{{Anchor|Lucent Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 7th level, when he transforms, a glowing radiance flares from his body and weapons. His entire body glows like a ''[[light]]'' spell (in a color of his choice, and is always the same). He gains a +2 deflection bonus to his [[SRD:Armor Class|Armor Class]] against all attacks from corporeal sources, except [[SRD:Force Effect|force effects]] or weapons with the [[SRD:Ghost Touch (Weapon Enhancement)|ghost touch]] enhancement. He can move through solid objects at half his movement speed. He gains a +10 circumstance bonus to [[SRD:Move Silently|Move Silently]] skill checks.
+
'''{{Anchor|Past Deeds}}:''' A grim isn't always delving in tombs and crypts. At 1st level, he gains an [[Archetype (3.5e Feat Type)|archetype feat]] he meets the prerequisites for.
  
''{{Anchor|Ethereal Deviation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 11th level, his otherworldly power allows him to immerse himself into the [[SRD:Ethereal Plane|Ethereal Plane]] at-will while [[#Grim Transformation|Transformed]]. Ethereal Deviation Transformation works similarly to the spell ''[[SRD:Ethereal Jaunt|ethereal jaunt]]'', except that he can dive into or emerge from the [[SRD:Ethereal Plane|Ethereal Plane]] once per round. His appearance grows hazy and indistinct, his glow fades as he does, disappearing onto the [[SRD:Ethereal Plane|Ethereal Plane]]. He can pass through any solid object, at half speed, but not through [[SRD:Force Effect|forces]] (which extend onto the [[SRD:Ethereal Plane|Ethereal Plane]]).
+
'''{{Anchor|Scourge Attack}} {{Su}}:''' At 1st level, he learns to channel damaging power as part of an attack made as a [[SRD:Standard Actions|standard action]] at the cost of 1 LP. He channels this energy through an attack, natural or manufactured. Only one attack per round may be a scourge attack and is declared before the attack is rolled, affecting a single target. A scourge attack's unleashed power rends through and inundates the target, dealing 1d6 damage at 1st grim level and an additional 1d6 at every odd-numbered grim level. While [[#Grim Transformation|transformed]], he deals damage equal to 1d6+2 damage instead.  
  
If he ends his Ethereal Deviation and becomes material while inside a material object (such as a solid wall), he is shunted off to the nearest open space and take 1d6 points of damage per 5 feet that he so travels.
+
'''{{Anchor|Second Path}}:''' A grim must choose to specialize or diversify. At 3rd level, he may choose either a second [[#Aptitude Path|Aptitude Path]] or a High balance or lower feat he meets the prerequisites for.
  
''{{Anchor|Rending Nullification Touch}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 15th level, the power of his [[#Rending Touch|Rending Touch]] grows to affect objects and [[SRD:Force Effect|force effects]], such as a ''[[SRD:Wall of Force|wall of force]]''. Any creature reduced to 0 or fewer [[SRD:Hit Points|hit points]] by this attack is entirely disintegrated, leaving behind trace dust and any equipment it carried. A [[SRD:Fortitude Save|Fortitude]] save prevents disintegration but leaves the body a mangled wreak. Against an object, the touch disintegrates 1 cubic ft/2 grim levels. Against [[SRD:Force Effect|force effects]], he must make a caster check (d20 + spell slot's level + [[SRD:Wisdom|Wisdom]] modifier) against the [[SRD:Using Skills#Difficulty Class|DC]] of the [[SRD:Force Effect|force effect]]. If he succeeds, the [[SRD:Force Effect|force effect]] is destroyed.
+
'''{{Anchor|Death's Communion}} {{Ex}}:''' At 4th level, he is recognized as notable by those who ferry the souls of the dead. A grim can be raised from the dead without the need for expensive [[SRD:Components (Spell Descriptor)|material components]] or experience point loss.  
  
'''{{Anchor|Alteration}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 2nd level, each time he gains an even-numbered level, he gains another Alteration ability. He may choose these abilities in any order, so long as he meets any prerequisites. Alterations only function while he is [[#Grim Transformation|Transformed]].
+
Additionally, a grim may choose up to two allies, bestowing upon them this benefit in a binding pact (taking 1 minute of concentration by the grim). Alternatively, he may choose up to four allies, cutting the material component requirements to raise them and experience loss by 50% instead. The pact can be completed or withdrawn from an ally at a range of up to 30 feet. The pact cannot be applied to an unwilling target.
  
{| class="{{d20}} sortable" style="text-align: left;"
+
'''{{Anchor|Divine Suffusion}} {{Su}}:''' The divine energies that power the grim's spells suffuses itself into the grim's soul, allowing him to cast spells of the given level when not [[#Grim Transformation|transformed]]. At 5th level, the grim may cast his 1st level spells when not [[#Grim Transformation|transformed]]. At 9th level, the grim may cast his 2nd level spells when not [[#Grim Transformation|transformed]]. At 14th level, the grim may cast his 3rd level spells when not [[#Grim Transformation|transformed]]. At 19th level, the grim may cast his 4th level spells when not [[#Grim Transformation|transformed]].
|+ Alterations
 
|- style="text-align: center; white-space: nowrap;"
 
! Name || [[Property:3e Prerequisite|Prerequisite(s)]] || [[Property:3e Summary|Summary]] {{#ask: [[Category:3.5e]] [[Category:User]] [[Category:Grim Alteration]]
 
  | ?3e Prerequisite
 
  | ?3e Summary
 
  | format=template
 
  | template=3.5e Grim Alteration Table Row
 
  | limit=1000
 
}}
 
|}
 
  
'''{{Anchor|Dedication}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, because of dedication in pursuing the path of the grim, the grim class becomes a [[SRD:Race Descriptions#Favored Class|favored class]].
+
'''{{Anchor|Death's Accord}} {{Ex}}:''' At 6th level, the grim is empowered with a resistance to effects from abilities with the [[SRD:Death Effect|death]] descriptor, [[SRD:Death Effect|death]] effects and [[SRD:Energy Drained|energy drain]], re-rolling any failed save, taking the better of the two results. Additionally, he takes {{1/2}} effectiveness from [[SRD:Energy Drained|energy drain]] (minimum of 1), and negative energy effects (such as those from ''inflict'' spells or ''[[SRD:Chill Touch|chill touch]]'') regardless if he was allowed a save or if the save was successful.
  
'''{{Anchor|Grim Sight}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level, the grim gains a +5 bonus to [[SRD:Spot Skill|Spot]] checks to spot targets within 30 feet.
+
'''{{Anchor|Agile Scourge}} {{Su}}:''' At 7th level, the grim gains the option of making a [[#Scourge Attack|scourge attack]] when making any attack, such as when part of a [[SRD:Full-Round Actions#Full Attack|full attack action]], [[SRD:Standard Actions|standard action]], [[SRD:Action Types|readied action]] or from an [[SRD:Attacks of Opportunity|attack of opportunity]]. He is still limited to 1 [[#Scourge Attack|scourge attack]] per round.
  
''See Invisibility ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 5th level, the grim's [[#Grim Sight|Grim Sight]] improves, and he gains ''[[SRD:See Invisibility|see invisibility]]'' as a supernatural ability to see invisible creatures within 30 feet.
+
'''{{Anchor|Returning Memories}} {{Ex}}:''' A day after returning from the dead, an epiphany of memories strikes the grim, and he regains his lost power. At 7th level, if the grim dies and is brought back to life with a means that would cause him to lose a level, he instead only suffers [[SRD:Energy Drain, Negative Levels, and Level Loss|temporary level drain]] as if he had been [[SRD:Energy Drained|energy drained]]. The [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] is automatically restored after 24 hours and never becomes permanent level loss. If ''[[SRD:Reincarnate|reincarnated]]'', he may instead choose to have his body restored to its original form (though as a young adult).
  
''See Ethereal ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 7th level, the grim can see onto the [[SRD:Ethereal Plane|ethereal plane]] when on the [[SRD:Material Plane|Material Plane]]. He is able to see ethereal creatures within 30 feet.
+
'''{{Anchor|Bonus Feat}}:''' At 8th level, the grim gains a bonus grim feat for which he meets the prerequisites.
  
'''{{Anchor|Divine Suffusion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The divine energies that power the grim's spells suffuses itself into the grim's soul, allowing him to cast spells of the given level when not [[#Grim Transformation|Transformed]]. At 5th level, the grim may cast his 1st level spells when not [[#Grim Transformation|Transformed]]. At 9th level, the grim may cast his 2nd level spells when not [[#Grim Transformation|Transformed]]. At 14th level, the grim may cast his 3rd level spells when not [[#Grim Transformation|Transformed]]. At 19th level, the grim may cast his 4th level spells when not [[#Grim Transformation|Transformed]].
+
He gains an additional grim bonus feat at 13th and 18th levels.
  
'''{{Anchor|Returning Memories}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A day after returning from the dead, an epiphany of memories strikes the grim, and he regains his lost power. At 8th level, if the grim dies and is brought back to life with a means that would cause him to lose a level, he instead only suffers [[SRD:Energy Drain, Negative Levels, and Level Loss|temporary level drain]] as if he had been [[SRD:Energy Drained|energy drained]]. The [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] is automatically restored after 24 hours and never becomes permanent level loss.  
+
'''{{Anchor|Imbued Body}} {{Ex}}:''' At 8th level, the grim may choose an [[#Alteration|Alteration]] he has learned to become a permanent aspect of his body and soul. The [[#Alteration|Alteration]] continues to function even when he is not [[#Grim Transformation|transformed]].  
  
'''{{Anchor|Imbued Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, the grim may choose an [[#Alteration|Alteration]] he has learned to become a permanent aspect of his body and soul. The [[#Alteration|Alteration]] continues to function even when he is not [[#Grim Transformation|Transformed]].  
+
He gains another imbued body from another [[#Alteration|alteration]] at 11th, 14th, 17th and 20th levels.  
  
He gains another Imbued Body from another [[#Alteration|Alteration]] at 13th level and at 17th level.  
+
An [[#Alteration|alteration]] can only be taken as an imbued body if all prerequisite [[#Alteration|alterations]] have been gained as imbued bodies.
  
An [[#Alteration|Alteration]] can only be taken as an Imbued Body if all prerequisite [[#Alteration|Alterations]] have been gained as Imbued Bodies.
+
'''{{Anchor|Nixing Scourge}} {{Su}}:''' At 9th level, the power of his [[#Scourge Attack|Scourge Attack]] grows, becoming capable of disintegrating creatures, objects and [[SRD:Force Effect|force effects]], such as a ''[[SRD:Wall of Force|wall of force]]''. By spending an additional [[#Grim Life Point|LP]], any creature killed or object reduced to 0 or fewer [[SRD:Hit Points|hit points]] by this attack is disintegrated, leaving behind trace dust and any equipment it carried. A [[SRD:Fortitude Save|Fortitude]] save (DC 10 + his key mental ability modifier + {{1/2}} his HD) prevents disintegration but leaves the body a mangled wreak.  
  
'''{{Anchor|Death's Contract}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, the grim is granted immunity to all effects from spells with the [[SRD:Death Effect|death]] descriptor, magical [[SRD:Death Effect|death]] effects, [[SRD:Energy Drained|energy drain]], and negative energy effects (such as those from ''inflict'' spells or ''[[SRD:Chill Touch|chill touch]]''). This ability does not remove previously gained [[SRD:Energy Drain, Negative Levels, and Level Loss|negative levels]] or effect the saving throw necessary 24 hours after gaining a [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]]. This ability doesn't protect against other sorts of attacks, such as hit point loss, [[SRD:Poisons|poison]], or [[SRD:Petrified|petrification]], even if those attacks might be lethal. This ability does not negate the temporary [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] gained when using the [[#Returning Memories|Returning Memories]] ability.
+
Nixing scourge allows scourge attacks to bypass an amount of DR or hardness equal to his grim level.  
  
'''{{Anchor|Grim Nova}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A flaring nova erupts from the grim and destroys everything around him. At 20th level, the grim may choose to burn a daily use of his [[#Grim Transformation|Grim Transformation]] as a standard action to create a nova of energy that strikes all targets within range as though he had attacked each with a [[#Rending Touch|Rending Touch]]. He makes his attack rolls against each target in the area separately. The nova extends 5 feet plus 5 feet for every round his [[#Grim Transformation|Grim Transformation]] would have otherwise lasted. For example, a Grim Nova created from a use of [[#Grim Transformation|Grim Transformation]] that has a duration of 7 rounds has a radius of 40 feet (35 feet for the 7 rounds and 5 feet for the initial nova burst). All unattended objects within the radius are disintegrated as though struck with ''[[SRD:Disintegrate|disintegrate]]'' (including the ground beneath the grim). If the damage dealt by the nova reduces a creature or object to 0 or fewer [[SRD:Hit Points|hit points]], it is entirely disintegrated. The nova burns out quickly, lasting only until the end of his action.
+
Against [[SRD:Force Effect|force effects]], he must make a caster check (d20 + spell slot's level + key mental ability modifier) against the [[SRD:Saving_Throw_(Spell_Descriptor)#Saving Throw Difficulty Class|save DC]] of the [[SRD:Force Effect|force effect]]. If he succeeds, the [[SRD:Force Effect|force effect]] (up to a 10' square) is destroyed.
  
=== Ex-Grims ===
+
'''{{Anchor|Death's Contract}} {{Ex}}:''' At 10th level, the grim is empowered with immunity to effects from abilities with the [[SRD:Death Effect|death]] descriptor, [[SRD:Death Effect|death]] effects, [[SRD:Energy Drained|energy drain]], and negative energy effects (such as those from ''inflict'' spells or ''[[SRD:Chill Touch|chill touch]]'') but not planar effects such as that generated by the [[SRD:Negative Energy Plane|Negative Energy Plane]] (though he retains his {{1/2}} effectiveness against negative energy from [[#Death's Accord|Death's Accord]]). This ability does not remove previously gained [[SRD:Energy Drain, Negative Levels, and Level Loss|negative levels]] or affect the saving throw necessary 24 hours after gaining a [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]]. This ability doesn't protect against other sorts of attacks, such as hit point loss, [[SRD:Poisons|poison]], or [[SRD:Petrified|petrification]], even if those attacks might be lethal. This ability does not negate the temporary [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] gained when using the [[#Returning Memories|Returning Memories]] ability.
  
If at anytime a grim becomes an intelligent [[SRD:Undead Type|undead]], he loses access to his [[#Grim Transformation|Transformation]], [[#Spells|Spells]], [[#Imbued Body|Imbued Body]] and [[#Gate Protection|Gate Protection]]. Additionally, if a grim becomes an intelligent [[SRD:Incorporeal|incorporeal]] [[SRD:Undead Type|undead]], he must make a [[SRD:Will|Will]] save against his own [[#Ethereal Gate|Ethereal Gate]] as if he attacked himself with [[Manifest Gate (3.5e Feat)|Manifest Gate]], regardless if he had the feat or not. He must save against this ability every 24 hours or be destroyed and sent into the afterlife.
+
An [[SRD:Undead Type|undead]] grim instead applies these benefits to positive energy effects instead.
  
A grim may voluntarily give up his powers to lead a normal life. Doing so requires an hour of uninterrupted meditation, after which, he is no longer a [[#Soul Ferrier|Soul Ferrier]]. His [[#Ethereal Gate|Ethereal Gate]] vanishes and his [[#Aura of Unease|Aura of Unease]] dissipates. He no longer gains the benefit of any of the following class abilities, including: [[#Grim Transformation|Grim Transformation]], [[#Discount|Discount]], [[#Gate Protection|Gate Protection]], [[#Grim Sight|Grim Sight]], [[#Returning Memories|Returning Memories]], [[#Imbued Body|Imbued Body]], [[#Death's Contract|Death's Contract]] and [[#Grim Nova|Grim Nova]].
+
'''{{Anchor|Eternal Life}} {{Su}}:''' At 11th level, he no longer ages normally. He may continue to age if he chooses, gaining bonuses and penalties as normal, but he no longer has a maximum age and cannot die of old age.
  
A grim who voluntarily gave up his powers cannot level in the grim class. He can regain his class abilities (and allow him to take grim levels) once again by meditating for eight hours uninterrupted in an atonement ritual.
+
'''{{Anchor|Great Scourge}} {{Su}}:''' At 15th level, the grim may make a single [[#Scourge Attack|Scourge Attack]] in place of a [[SRD:Full-Round Actions#Full Attack|full attack action]] as he channels all his fury. For each iterative attack he gives up, he adds a multiple of his scourge attack damage dealt with the attack.
  
==== Epic Grims ====
+
'''{{Anchor|Perfect Transformation}} {{Su}}:''' At 20th level, the grim need not spend LP to maintain his grim transformation in any round in which he doesn't attack or cast spells, though his LP do not refresh while in this state.
  
{| class="zebra d20"
+
===Alterations===
|+
 
<div>{{Anchor|Table: The Epic Grim}}</div>
 
Hit Die: d8
 
|-
 
! Level !! Special
 
|-
 
| 21st || class="left" | [[#Imbued Body|Imbued Body]]
 
|-
 
| 22nd || class="left" | [[#Alteration|Alteration]]
 
|-
 
| 23rd || class="left" |
 
|-
 
| 24th || class="left" | [[#Grim Transformation|Transformation]] 7/day, [[#Alteration|Alteration]], [[#Bonus Feat|Bonus Feat]]
 
|-
 
| 25th || class="left" |
 
|-
 
| 26th || class="left" | [[#Alteration|Alteration]], [[#Imbued Body|Imbued Body]]
 
|-
 
| 27th || class="left" |
 
|-
 
| 28th || class="left" | [[#Grim Transformation|Transformation]] 8/day, [[#Alteration|Alteration]], [[#Bonus Feat|Bonus Feat]]
 
|-
 
| 29th || class="left" |
 
|-
 
| 30th || class="left" | [[#Alteration|Alteration]]
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
'''2 + [[SRD:Intelligence|Int]] modifier skill points per level.'''
 
|}
 
  
'''[[#Spells|Spells]]:''' The grim’s caster level is equal to his class level. The grim’s number of spells per day does not increase after 20th level.
+
''Alteration Types:'' Alterations come in four basic types: Passive, Burst, Aura and Special. Alterations may have more than one type.
  
'''[[#Grim Transformation|Grim Transformation]]:''' The epic grim gains an additional Transformation per day every four levels after 20th.
+
:''Passive:'' These alterations function simply by having them.
  
'''[[#Imbued Body|Imbued Body]]:''' Every 5 levels, starting at 21st level, an epic grim is able to further transmute himself with permanent [[#Alteration|Alterations]].
+
:''Burst:'' These alterations have an area of effect and require an action to use.
  
'''[[#Alteration|Alteration]]:''' Every even numbered epic level, an epic grim gains access to even more abilities during his [[#Grim Transformation|Transformation]], building upon abilities he has already learned, focusing his power to an even greater degree.
+
:''Aura:'' These alterations have a radius and affect targets as described.
  
'''[[#Rending Touch|Rending Nullification Touch]]:''' The damage and mass effected by his Rending Nullification Touch continues to grow with each level he gains.
+
:''Special:'' These alterations don't fit into the above types.
  
'''{{Anchor|Bonus Feats}}:''' The epic grim gains a bonus feat (selected from the list of epic grim bonus feats) every 4 levels after 20th. These feats are in addition to the feats regularly attained every 3 levels by a character.
+
=====Alterations=====
  
''Epic Grim Bonus Feat List<sup>1</sup>:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Skill Focus|Epic Skill Focus]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Will|Epic Will]], [[SRD:Extended Life Span|Extended Life Span]], [[SRD:Fast Healing|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Darkvision|Improved Darkvision]], [[SRD:Improved Low-Light Vision|Improved Low-Light Vision]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]], [[SRD:Perfect Health|Perfect Health]], [[SRD:Spectral Strike|Spectral Strike]]<sup>''2''</sup>, [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Superior Initiative|Superior Initiative]].
+
{| class="sortable d20" style="text-align:left;"
 
+
|-
:<small>1. A grim may select any [[3.5e Grim Feats|grim feat]] as an epic grim bonus feat.</small>
+
! Name !! Type !! Prerequisite !! Description
:<small>2. Epic grims can gain this feat regardless of not being able to [[SRD:Turn or Rebuke Undead|turn or rebuke]] [[SRD:Undead Type|undead]].</small>
+
{{#ask: [[Category:3.5e]] [[Category:User]] [[Category:Grim Alteration]]
 +
|?Type
 +
|?Prerequisite
 +
|?Summary
 +
|format=template
 +
|template=Table Row
 +
|link=none
 +
|limit=999
 +
}}
 +
|}
 +
<small>[[3.5e Grim Alterations]]: A complete list of alterations as well as additional comments on their design.</small>
  
==== [[SRD:Humans (Race)|Human]] Grim Starting Package ====
+
=== [[3.5e Grim Feats|Grim Feats]] ===
  
'''Weapons:''' [[SRD:Scimitar|Scimitar]], [[SRD:Sickle|Sickle]], [[SRD:Light Crossbow|Light Crossbow]] with 20 [[SRD:Crossbow Bolts|Bolts]], [[SRD:Spiked Gauntlet|Spiked Gauntlet]].
+
{| class="sortable d20" style="text-align:left;"
 
 
'''Skill Selection:''' Pick a number of [[skills]] equal to 4 + [[Int]] modifier.
 
 
 
{| class="zebra d20"
 
 
|-
 
|-
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
+
! Name !! Prerequisite !! Description
|-
+
{{#ask: [[Category:3.5e]] [[Category:User]] [[Category:Feat]] [[Type::Grim]]
| class="left" | [[SRD:Concentration Skill|Concentration]] || 4 || [[Con]] || &mdash;
+
|?Prerequisite
|-
+
|?Summary
| class="left" | [[SRD:Craft Skill|Craft]] || 4 || [[Int]] || &mdash;
+
|format=template
|-
+
|template=Table Row
| class="left" | [[SRD:Disguise Skill|Disguise]] || 4 || [[Cha]] || &mdash;
+
|link=none
|-
+
|limit=99
| class="left" | [[SRD:Hide Skill|Hide]] || 4 || [[Dex]] || &mdash;
+
}}
|-
 
| class="left" | [[SRD:Intimidate Skill|Intimidate]] || 4 || [[Cha]] || &mdash;
 
|-
 
| class="left" | [[SRD:Knowledge Skill|Knowledge]] (religion) || 4 || [[Con]] || &mdash;
 
|-
 
| class="left" | [[SRD:Listen Skill|Listen]] || 4 || [[Wis]] || &mdash;
 
|-
 
| class="left" | [[SRD:Move Silently Skill|Move Silently]] || 4 || [[Dex]] || &mdash;
 
|-
 
| class="left" | [[SRD:Profession Skill|Profession]] (Soul Ferrier) || 4 || [[Wis]] || &mdash;
 
|-
 
| class="left" | [[SRD:Profession Skill|Profession]] || 4 || [[Wis]] || &mdash;
 
|-
 
| class="left" | [[SRD:Sense Motive Skill|Sense Motive]] || 4 || [[Wis]] || &mdash;
 
|-
 
| class="left" | [[SRD:Spellcraft Skill|Spellcraft]] || 4 || [[Int]] || &mdash;
 
|-
 
| class="left" | [[SRD:Spot Skill|Spot]] || 4 || [[Wis]] || &mdash;
 
 
|}
 
|}
 
'''Feat:''' [[SRD:Improved Initiative|Improved Initiative]].
 
 
'''Bonus Feats:''' [[Improved Unarmed Strike]].
 
 
'''Gear:''' [[SRD:Studded Leather Armor|Studded Leather]], [[SRD:Adventuring Gear|Backpack]], [[SRD:Adventuring Gear|Flint & Steel]], 2&times; [[SRD:Sunrod|Sunrod]].
 
 
'''Gold:''' 45 gp.
 
  
 
=== Campaign Information ===
 
=== Campaign Information ===
  
==== Playing a Grim ====
+
''Dealing with the afterlife varies from campaign settings, so, be sure to find out what plane is considered the afterlife for determining the effects of some of the grim's abilities. The afterlife may vary for certain creatures, or even vary among followers of a faith or alignment.''
  
'''Religion:''' While grims may not be a very religious bunch, they are known to pray to deities with the [[SRD:Death Domain|Death domain]] or other deities that include the passage of souls into the afterlife in their portfolios. With their wisdom and understanding of the passing of souls, religion rarely provides comfort. Though, belonging to a religion does not have a bearing on how much a grim may worship, revere or pay homage to a deity.  
+
In some societies, grims may play against ideals and norms, becoming either outcasts or eccentrics. They may also serve as public servants, spiritualists and preachers to their fellows.
  
'''Other Classes:''' Grims work well with most classes, even if they do have personal differences off the battlefield. Mages increase a grim's power with buffing spells, while the grim avoids any dangerous spells that get tossed into the fray. [[SRD:Ranger|Rangers]] can support grims from afar with arrow fire, or flank opponents with him. [[SRD:Rogue|Rogues]] sneak in while grims have the enemy occupied. [[SRD:Barbarian|Barbarians]] and [[SRD:Fighter|fighters]] fight alongside grims without getting in each other's way. [[SRD:Cleric|Clerics]] heal and turn undead if a grim finds himself overwhelmed. [[SRD:Paladin|Paladins]] and grims often compete with each other, as [[SRD:Paladin|paladins]] constantly need to prove themselves, and grims simply need to get the job done. [[SRD:Paladin|Paladins]] tend to be at odds with grims, who don't trust a grim's power and where it comes from. [[SRD:Monk|Monks]] get along with grims about as much as they do with mages. The [[SRD:Monk|monk's]] viewpoint to use wisdom to attain a higher form of being does come at odds with the grim, and a [[SRD:Monk|monk]] may see a grim to be an untrue path to power and be leery that the grim harnesses such [[SRD:Special Abilities Overview#Supernatural|supernatural]] abilities.
+
==== Grim Lore ====
  
Out of combat, support classes, such as [[SRD:Bard|bard]] and [[SRD:Rogue|rogue]] enjoy the company of grims, who often need to avoid conspicuity. Mages typically let grims do their own thing and just give them the space they need to do what they do. Grims gladly reciprocate the feeling. [[SRD:Wizard#School Specialization|Necromancers]] have no place around grims. Grims see the art of animating the dead as monstrous, regardless of intention or alignment.
+
{{quote|When you look back on your life do you ask yourself 'Have I made the right choices? Do I have regrets? Were my failures my bane?' or do you say 'It matters not what I feel, for the historians for ages to come shall know my name and my tale'. When you look back on your life, do you see Death following?
 
+
|orig=Alem Eigrod the Gray Saint
'''Combat:''' A grim takes point, holding off opponents as long as he can, reducing his enemy's capacity to attack, and providing protection for his teammates. He needs to get in close to be able to do his job effectively. With several communication spells, he can coordinate attacks across the battlefield easily, using his hampering spells from afar, buffing up with ''[[SRD:Invisibility|invisibility]]'' or ''[[SRD:Blur|blur]]'' to throw off his opponent and then going in, [[#Grim Transformation|Transformed]], deftly swinging a weapon or preparing for a damaging [[#Rending Touch|Rending Touch]].
+
}}
 
 
'''Advancement:''' Grims typically prefer to stick with their class, but some occasionally find dabbling in other martial classes, such as [[SRD:Fighter|fighter]], [[SRD:Ranger|ranger]], and [[SRD:Barbarian|barbarian]] satisfying. Occasionally, a grim will multiclass into [[SRD:Rogue|rogue]] to gain skills and even sneak attack, making them effective against a wide variety of opponents and situations. In the case of a multiclassed grim with an [[SRD:Animal Type|animal]] companion (such as one granted by [[SRD:Druid#Animal Companion|druid]] or [[SRD:Ranger#Animal Companion|ranger]]), such a character may use [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Using Skills#Difficulty Class|DC]] 20) to teach the animal a trick to allow it to recognize the character without fear from his [[#Aura of Unease|Aura of Unease]].
 
 
 
'''Bookkeeping:''' Grims are complicated, and as such, there are a few extra things that the player has to have written down to keep the game flowing smoothly (about as much as a PC with a cohort, animal companion or familiar). The player may want to keep a second character sheet to record the differences in his character while [[#Grim Transformation|Transformed]]. It is vital to track his remaining uses of [[#Grim Transformation|Grim Transformation]], the bonuses he gains from his class abilities through leveling (such as [[#Discount|Discount]] and [[#Gate Protection|Gate Protection]]) and the damage and [[SRD:Using Skills#Difficulty Class|DC]] of his [[#Rending Touch|Rending Touch]] and his chosen spells. Be sure to check the example NPC below.
 
 
 
====Choosing a Transformed Form====
 
 
 
Detailed here are some ideas to help players choose what a grim looks like when he [[#Grim Transformation|Transforms]]. A [[#Grim Transformation|Transformed]] grim is no longer limited in appearance by his race, but rather the limitations of his basic form, the [[#Alteration|Alterations]] the grim has gained and the imagination of the player.
 
 
 
* '''The Gentle Face:''' The grim's appearance becomes smoothed out, calm and serene as if his face was a mask.
 
* '''The Horrid Visage:''' The grim's face distorts into a horrific visage. Perhaps his skull shows through or his face takes on the qualities of a fiend.
 
* '''The [[SRD:Outsider Type|Outsider]]:''' The grim's whole appearance changes to resemble that of an [[SRD:Outsider Type|outsider]] of the player's choice. Depending on his alignment, the grim may appear fiendish or celestial, or something else altogether.
 
* '''The Idealized Persona:''' The grim becomes more attractive, tougher, taller, prouder, better built or all around more grandiose.
 
* '''The Lord of the Dead:''' The grim's flesh appears to melt away leaving a glowing ghostly monster pulsing with waves of energy and ethereal power.
 
* '''The Beast:''' The grim's appearance becomes more animalistic or feral.
 
* '''The Machine:''' The grim's appearance becomes more rigid, as if made from metal, stone, crystal or other minerals.
 
* '''The Avatar:''' The grim's appearance becomes closer to that of a deity of the player's choice.
 
* '''The Monster:''' The grim's appearance changes so much, that he is no longer recognizable as the same person, changing into something that looks like its from the Outer Planes.
 
* '''The Split Personality:''' The grim's appearance takes on that of someone else. He may even act differently. A [[#Grim Transformation|Transformed]] grim isn't limited in changes to form. His personality, mannerisms, outlook and identifying characteristics may change as well.
 
 
 
====Heralds of Death and Ferrying Souls====
 
 
 
''The information presented here may vary in a given campaign setting. Players, be sure to ask your DM for specifics and details that differ.''
 
 
 
The heralds of death may be any powerful trustworthy outsider working for a deity of the [[SRD:Death Domain|Death]] domain, though most are [[SRD:Solar|solars]], tasked with upholding, recording and directing the souls of the dead to their final resting places. Heralds of death collect diamonds, though the reason for this is unclear. As such, diamonds have long been necessary in bribing the heralds of death, as a spell component, to return souls from their resting places and place them safely within their bodies once more.
 
 
 
A grim is able to use a casting of ''[[contact other plane]]'' to contact the heralds of death to learn of who is dead and alive by identifying them provided that the grim unambiguously identify the the individual in some fashion (reciting the individual’s time and place of birth or death is the most common method). Contacting the heralds of death in this manner is treated as contacting a greater deity.
 
 
 
'''[[SRD:Profession Skill|Profession]] (soul ferrier) ([[SRD:Wisdom|Wis]]) ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level, he may begin work at his [[SRD:Profession Skill|profession]], capturing wandering and wayward souls and guiding them into the afterlife. He gets paid as he would for any other [[SRD:Profession Skill|profession]]. It is his duty to perform last rites over a corpse to ensure its soul reaches the afterlife safely. Doing so takes one round. Ignoring this duty or blatantly violating it incurs the wrath of the heralds of death. Wayward souls are drawn to the gate on his body. He reaches out to touch them and grant them passage to the afterlife. The money he earns, typically 2 coins of varying value per soul, appear near or on his person with or without his knowledge. When a grim does an exemplary performance in his duties (settling the souls of powerful undead to rest or those who have gone wandering for many ages), he may be paid in diamonds instead of coins.
 
 
 
This skill can be used in place of [[SRD:Knowledge Skill|Knowledge]] (religion) skill checks made to identify religious rites and rituals concerning proper cultural treatment of the dead as well as [[SRD:Knowledge Skill|Knowledge]] (architecture) skill checks made where the dead are buried (such as graveyards, crypts and tombs).
 
 
 
This skill can be used in place of [[SRD:Diplomacy Skill|Diplomacy]] and [[SRD:Sense Motive Skill|Sense Motive]] skill checks made against wandering spirits, [[SRD:Spectre|spectres]], [[SRD:Wraith|wraiths]], [[SRD:Shadow|shadows]], [[SRD:Ghost|ghosts]] and other forms of [[SRD:Incorporeal|incorporeal]] [[SRD:Undead Type|undead]].
 
 
 
As with any [[SRD:Profession Skill|Profession]], a grim may make a [[SRD:Profession Skill|Profession]] (soul ferrier) skill check to perform his duties and make a decent living, earning about half his [[SRD:Profession Skill|Profession]] check result in gold pieces per week of dedicated work. A grim knows how to use the tools of his trade (various ceremonial implements that vary from culture to culture, respectable dress to observe religious rites and his trusty gear at his side), how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems.
 
 
 
If a grim incurs the wrath of a herald of death, he must atone for his misdeeds. Until the grim has atoned, he cannot use the [[SRD:Profession Skill|Profession]] (soul ferrier) skill to earn payments. A DM may choose any means of atonement he sees fit to enact as punishment, depending on the severity of the grim's misdeed, but the most common atonement is having the grim guide back a certain number of souls without getting paid for his services (typically 10 &times; the grim's level in souls).
 
 
 
==== Grims in the World ====
 
 
 
{{quote|Have you ever seen a dead man walking restless through the realm who's body died a millennia ago?|orig=Brody, candothist grim}}
 
 
 
Grims are a component of the natural order of mortal life, and to a lesser extent, outsider agents in control of judging who is fit to live and die. Since grims are such a varied group, they may even take to thinning out their own numbers to ensure that the flock of living souls is not culled without cause. Mainly, grims serve as guides for wayward souls trapped on the material plane. Grims send these unfortunate souls onward to their final resting place, or back into the karmic cycle to be reborn again.
 
 
 
'''Daily Life:''' Grims travel about, going from town to town, searching for lost souls in graveyards, old temple crypts and cellars. In the wilds, they explore long forgotten ruins and tombs. Its their job to search out souls, and wayward souls are typically those who never received a proper burial, dying horrible deaths, or just have unfinished business and refuse to leave until it is set straight. Since grims get paid for doing this service, it makes the prospect of visiting these places filled with danger a little easier to justify.
 
 
 
'''Notables:''' Brody, a wise-ass [[Candothists (3.5e Race)|candothist]], travels from town to town offering to exorcize ghosts and troublesome undead from local graveyards and spooky places, for a price of course. Though his methods appear unprofessional and his personal hygiene is lax, he always manages to get the job done, with a smile, regardless of how useless an un-haunted cemetery is for anyone, at least the spirits are happy.
 
 
 
Omnijaku Broktoon, a wild brute of a grim, has been known to hang around dangerous areas of fame, waiting for traveling adventurers to come wandering by. If they prove useful, he will aid them in there quest, removing spirits of previous adventurers as they travel. If his companions fail, then its an easy two bits of gold for him. It is said that he has an extensive collection of diamonds, which he has been known to sell to travelers seeking to bribe the gatekeepers of the dead to allow souls to return to their bodies and live again.
 
 
 
'''Organizations:''' Most grims go about their duty, never knowing or happening upon other grims. Though, occasionally they will somehow stumble upon others of their kind, as if guided by fate, and form temporary groups to take on greater menaces that they could not handle without the aid of other grims. High level grims may receive summons from [[clerics]] of death deities (especially if a grim worships the same diety). Churches of death deities are often in need of grims to perform special tasks for them.
 
 
 
'''NPC Reactions:''' Some NPCs are suspicious, if not outright wary of grims. NPCs who are used to dealing with odd adventurers are more likely to be just as cautious around them as they would anyone else. Some folk however, will welcome grims, for they serve the duty of removing [[SRD:Undead Type|undead]], a valuable service for common folk who have enough to worry about in such a dangerous world.
 
 
 
==== Grim Lore ====
 
  
 
Characters with ranks in [[SRD:Knowledge|Knowledge]] (religion) can research grims to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower [[SRD:Using Skills#Difficulty Class|DC]]s.
 
Characters with ranks in [[SRD:Knowledge|Knowledge]] (religion) can research grims to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower [[SRD:Using Skills#Difficulty Class|DC]]s.
Line 439: Line 335:
 
! [[SRD:Using Skills#Difficulty Class|DC]] || class="left" | Result
 
! [[SRD:Using Skills#Difficulty Class|DC]] || class="left" | Result
 
|-  
 
|-  
| 5 || class="left" | There are those who walk among the mortals of the world who act as gateways to the world beyond.
+
| 10 || class="left" | Grims can transform, becoming stronger for a short period of time. Their powers are granted through a connection to the [[SRD:Ethereal Plane|Ethereal Plane]].
 
|-  
 
|-  
| 10 || class="left" | Grims are mortals who take the duty to ferry the souls of the restless dead into the afterlife.
+
| 15 || class="left" | Grims often pose as shamans or exorcists. They gain power to destroy undead creatures and deal powerful blows with weapons as well as cast a few spells.
 
|-  
 
|-  
| 15 || class="left" | Grims can transform at will into terrifying forms capable of casting magical spells with a thought and fly through walls.
+
| 20 || class="left" | A grim's connection to the [[SRD:Ethereal Plane|Ethereal Plane]] affords him a cheaper passage from the afterlife back to the world of the living as well as protection to means that would surely kill most others.  
 
|-  
 
|-  
| 20 || class="left" | Wandering from town to town, grims seek out monstrous undead and destroy them so that the souls of those who were tainted may rest in eternal peace or once again join the cycle of life and death. Grims are agents who work for the forces that balance life and death in the world.
+
| 25 || class="left" | A powerful grim may destroy objects, creatures and solid force with a touch. Able to transform at a moment's notice and strike out with supernatural power against his foes, the grim often walks about in unseen quietude.
 
|}
 
|}
 
==== [[3.5e Grim Feats|Grim Feats]] ====
 
 
{{:3.5e Grim Feats}}
 
 
==== Grims in the Game ====
 
 
''Dealing with the afterlife varies from campaign settings, so, be sure to find out what plane is considered the afterlife for determining the effects of some of the grim's abilities. The afterlife may vary for certain creatures, or even vary among followers of a faith or alignment. The default afterlife for the core rules is alignment-based, being Hell, the Abyss, Celestia and Mechanus.''
 
 
Grims often stick to the back of the party, keeping quiet during traveling and while doing business among townsfolk, but in the dark hours of night, gathered around a campfire, a grim tells stories and keeps a vigilant lookout for predators who stalk his party in the darkness beyond the fire light's reach. When in dungeons, grims might lead (though someone close at hand may simply be telling them to go certain ways) keeping a keen eye out for undead and hidden secrets. A grim can often spare a few rounds of his Transformation to help bypass deadly traps. When in combat, he leads the way, keeping undead and other dangerous monsters away from his companions who are lesser suited to deal with such beasts at close range.
 
 
While taking breaks between adventures, bartering with traders and stocking up on supplies, reclusive grims tend to keep conversation with NPCs short, lest they have their unusual powers revealed. Grim powers are strange and fearsome to commoners who don't understand how a grim controls such mysterious abilities (as is the case with most mages in general). Grims are rarely the face of the party, often to the point that NPCs may forget about them altogether.
 
 
Unfortunately, a reclusive grim is occasionally found out, much to his trouble (which is why they usually like to keep quiet about it), and NPCs fear what they don't understand. If the grim can manage to explain himself in a favorable light, he may change their minds, but most often, they will still be wary of him, especially since no horse or dog will voluntarily go near him without getting spooked.
 
 
When traveling, grims usually hitch a ride in the back of the cart or walk.
 
 
Grims aren't particularly adept at conversation, though they are wise enough to know when to stay in the back and keep quiet.
 
 
Grims who wish to keep their powers kept secret may take on the archetypal appearance of scoundrels, shamans, thugs or adventurers in order to gain acceptance.
 
 
Grims who are open about their abilities may travel from town to town advertising their powers as Exorcists. This role makes them much less feared by NPCs, except some people will still show doubt of their skill until it is proven, and often, a grim is loathe to waste precious [[#Grim Transformation|Transformation]] time on demonstrations.
 
 
'''Adaptation:''' Grims, rather than being a bunch of unorganized individuals, recruited haphazardly throughout the land by forces unknown and unseen, may be part of a strong organization of [[SRD:Cleric|clerics]] who worship a God of [[SRD:Death Domain|death]] as well as high level grims who operate in secret to ensure the extermination of undead and unnatural immortals who go against the cycle of life and death. A church of a God of [[SRD: Death Domain|Death]] would be just as likely to have squads of grims patrolling the lands as it would clerics, or even groups of the two out on crusade.
 
 
Alternately, grims may work with or support undead, having powerful undead as masters. Such grims would almost definitely be evil, scouring the lands, killing those who oppose them while their undead masters raise an army of undead to kill the world.
 
 
'''Sample Encounter:''' Ian Jackdaw, the wandering supernatural mercenary, has begun questing to seek out a recently discovered tomb, which he has no intentions of letting others despoil. Any would-be grave robbing adventurers would do well to steer clear of him, lest they find themselves on the receiving end of his punishment. The location of the tomb is a secret, if only to those who don't have the gold to spare to pay those with the knowledge of its location. However, upon first meeting Ian Jackdaw in town, overhearing their attempt to [[SRD:Gather Information Skill|gather information]], or even warned by locals, the PCs can learn that Ian wants no part in others attempting to plunder the tomb, defiling graves and looting the place of its ancient treasures. Ian intends to check the tomb for wayward spirits and undead and then seal it once again.
 
 
Outside of the tomb, deep in a dense forest (or other difficult to access area), away from civilization, Ian goes about his business. If the PCs happen upon him, they must convince him that they have no intention of defiling the place (a highly unlikely prospect, as they traveled all the way to the tomb) or be met with hostile reactions. If they do not heed his warnings about the dangers, he will let them enter the tomb (so long as he is not acted upon with hostility), though once inside, he will enter in behind and attack in the narrow corridors. He casts spells upon himself first before going in, and may use other spells to confuse and frighten the PCs. Once in melee, he transforms, increasing in power and danger. If he gets wounded right away, he may back off, blocking the PCs from following in order to recover.
 
 
If he is unsuccessful in his sneak attack and fear and confusion, he will retreat and try again at another opportunity, hounding the PCs until he kills them or they kill him, so long as the PCs actually defile the tomb.
 
 
''EL 8:'' {{:Ian Jackdaw (3.5e NPC)}}
 
  
  
Line 489: Line 351:
 
[[Category:Class]]
 
[[Category:Class]]
 
[[Category:Base Class]]
 
[[Category:Base Class]]
[[Category:Moderate Spellcasting]]
 
[[Category:Divine Spellcasting]]
 

Latest revision as of 01:35, 28 June 2020

Homebrew.png
Author: Ganteka Future (talk)
Date Created: 18 July 2008
Status: 17 September 2017: v8.1
Editing: Grammar/Spelling/Formatting Errors
Scale.png Low - Moderate - High - Very High
ArticleUnrated.png
Rate this article
Discuss this article

A supernatural warrior that channels power from the Ethereal Plane to transform his spirit and body as a divine ally of Death. 20 1 Moderate


Good Spontaneous Divine Spellcasting Other

Grim[edit]

You are forged by death and loss, for it tempers your body and spirit.

Harnessing and channeling abstracted extraplanar power (typically from the Ethereal Plane), the grim transforms his core essence. He learns spells and focuses energy as a destructive scourge attack. He is a grim reminder of the fleeting lives of mortals and the horrific torment brought upon those who fail to cross over to the afterlife. It is this association that earns him the name of "grim".

Grims are at their peak when transformed, gaining access to spells, resistances, abilities and enhancements. Their spells allow them to communicate, manipulate their surroundings, weaken opponents, bestow blessings, avoid detection and bear their wrath down upon their foes.

Making a Grim[edit]

Some that follow this path have inborn supernatural connections. Others are bound to the agents of death, the fates or the Ethereal Plane by longstanding and powerful traumas. A rare few even make pacts with powerful spirits or deities of death.

Abilities: A grim will favor some ability scores over others depending on his focus and which Aptitude Path he chooses. A high key mental ability score increases the potency of grim spells and grants additional LP. Strength is valuable for grims who focus on for melee brawling and combat maneuver tricks. Dexterity is valuable for grims who focus on lighter armors, initiative and the specialization in finesse weapons.

Races: Any mortal race with enough culture to be aware of the afterlife is likely to have grims. Outsiders and elementals are less likely to become grims, as they already have a predisposed connection to a particular plane.

Alignment: Grims have diverse reasons, personalities, motivations, passions and alignments. A grim may be of any alignment without restriction to his class abilities.

Starting Gold: 5d4 × 10 gp (125 gp).

Starting Age: Moderate, as fighter.

Table: The Grim

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells Known
Fort Ref Will 1st 2nd 3rd 4th
1st +0 +0 +0 +2 Alteration, Past Deeds, Scourge Attack, Transformation 2
2nd +1 +0 +0 +3 Alteration 3
3rd +2 +1 +1 +3 Second Path 3
4th +3 +1 +1 +4 Alteration, Death's Communion 3 2
5th +3 +1 +1 +4 Divine Suffusion 1st Level 3 2
6th +4 +2 +2 +5 Alteration, Death's Accord 3 3
7th +5 +2 +2 +5 Agile Scourge, Returning Memories 3 3
8th +6/+1 +2 +2 +6 Alteration, Bonus Feat, Imbued Body 4 3
9th +6/+1 +3 +3 +6 Divine Suffusion 2nd Level, Nixing Scourge 4 3
10th +7/+2 +3 +3 +7 Alteration, Death's Contract 4 3 2
11th +8/+3 +3 +3 +7 Eternal Life, Imbued Body 5 3 2
12th +9/+4 +4 +4 +8 Alteration 5 3 2
13th +9/+4 +4 +4 +8 Bonus Feat 5 3 3
14th +10/+5 +4 +4 +9 Alteration, Divine Suffusion 3rd Level, Imbued Body 5 3 3
15th +11/+6/+1 +5 +5 +9 Great Scourge 5 3 3 2
16th +12/+7/+2 +5 +5 +10 Alteration 5 4 3 2
17th +12/+7/+2 +5 +5 +10 Imbued Body 5 4 3 2
18th +13/+8/+3 +6 +6 +11 Alteration, Bonus Feat 5 4 4 2
19th +14/+9/+4 +6 +6 +11 Divine Suffusion 4th Level 5 4 4 2
20th +15/+10/+5 +6 +6 +12 Alteration, Imbued Body, Perfect Transformation 5 4 4 3

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).

Class Features[edit]

The following are class features of the grim.

Weapon and Armor Proficiency: All grims are proficient with light armor, medium armor, light and heavy shields, simple weapons, handaxe, light hammer, light pick, scythe and throwing axe.

Competent Combatant: A grim's class level may be used instead of his grim base attack bonus for the purposes of meeting prerequisites for feats and for the benefits of base attack bonus-tiered scaling feats. Additionally, when making a bull rush, disarm, grapple, sunder, or trip attempt, a grim may use his grim class level instead of his grim base attack bonus for the purpose of the check.

Aptitude Path: A grim chooses one of these paths upon gaining his first level.

Brawler Path: He gains a monk's Unarmed Strike and Flurry of Blows abilities that scale with his grim level. Though, he must flurry with unarmed strikes or with special grim weapons (dagger, handaxe, light mace, light pick, quarterstaff, scythe, sickle and throwing axe).
Casting Path: He gains combat casting as well as 2 additional LP.
Defense Path: He gains Heavy Armor Proficiency as well as Tower Shield Proficiency. Increase his grim class level Fortitude save progression to "Good".
Exotic Path: He gains proficiency with all martial weapons and proficiency with one exotic weapon of his choice. He adds 2 skill points per level for his grim class levels.
Finesse Path: He gains proficiency with all martial weapons as well as Weapon Finesse. Increase his grim class level Reflex save progression to "Good".

Grim Focus: Grims use different mental ability scores as their key mental ability for spell-casting and grim abilities. A grim chooses one of the following.

Intelligence-Based: Gain all Knowledge skills as class skills. Gain 1 bonus skill point per grim level to invest in any Craft skill.
Wisdom-Based: Gain Autohypnosis as a class skill. Gain 1 bonus skill point per grim level to invest in any Profession skill.
Charisma-Based: Gain Use Magic Device as a class skill. Gain 1 bonus skill point per grim level to invest in any Perform skill.

Grim Spellcasting: A grim casts his spells at-will while transformed which does not expend the slots they occupy. He cannot cast spells when not transformed unless he has also gained the corresponding Divine Suffusion to cast a spell of that level. His key mental ability score determines the power of his spells.

A grim readies his spells through divine meditation in an hour-long meditation ritual typically performed at dawn after waking. Anytime he wishes to change all his readied spells, he must meditate uninterrupted for one hour. The spells he readies are ingrained into his essence and he may use them at-will while transformed. For quickly readying different spells, he may swap out one spell for another of the same level by spending 1 LP per spell level as a full-round action. A grim may ready and cast any spell on the grim spell list, provided that he can cast spells of that level, but he must choose which spells to ready during his meditation.

To ready or cast a spell, a grim must have a key mental ability score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a grim’s spell is 10 + the spell's level + the grim’s key mental ability modifier. Unlike most other spellcasters, a grim has a nearly limitless supply of spells per day. He gains access of up to 4th level spells and is initially limited to casting spells only while transformed.

A grim’s list of spells is harshly limited. A grim is able to prepare two 1st-level spells of his choice at 1st level. As he gains more grim levels, he gains more new spells, as indicated on Table: The Grim. The number of spells a grim readies is not affected by his key mental ability score; the numbers on Table: The Grim are fixed. These spells are chosen from the list below.

Upon reaching 4th, 10th and 15th levels, the grim gains access to each higher level of spells. He may choose to have a lower level spell occupy a higher level slot (though, the spell is still cast as though it were of its normal level). Metamagic spells must be prepared in the higher slot to be used.

Grims choose their spells from the following list:

1st— cause fear, comprehend languages, deathwatch, detect secret doors, expeditious retreat, hide from undead, lantern of the moon, mage hand, message, sleep, touch of fatigue, warstrider

2nd— augury (full-round action), blur, darkness, darkvision, false life, ghoul touch, gust of wind, levitate, scare, whispering wind

3rd— displacement, fear, fly, gaseous form, halt undead, vampiric touch, wind wall

4th— crushing despair, death ward, dimensional anchor, divination, enervation, sending, tongues

Grim Life Points (Ex): A grim gains a pool of life points (LP) equal to his grim level + his key mental ability modifier (minimum of 1). LP refresh at a rate of 1 per 10 minutes counting since their last usage.

These points are used to fuel his transformation, scourge attack and other abilities, representing his connection and enhancement from his source of power.

An increase in his key mental ability grants the capacity for more LP, which are filled at the normal refresh rate.

Alteration (Su): Starting at 1st level and each time he gains an even-numbered grim level, he gains an alteration of his choice. He may choose any alteration he meets the prerequisites for. An alteration only functions while he is transformed. The full alteration list can be found below.

Grim Transformation (Su): Ethereal essences imbue his body and weapons. At 1st level, he learns to directly harness the otherworldly power of the Ethereal Plane to transform himself. His transformation's appearance evolves as he gains levels, though the details vary from grim to grim.

A 1st-level grim may transform into his grim form as a swift action on his turn by spending 1 LP (with 1 LP each additional round to maintain the transformation as a non-action). A grim may end his transformation as a free action, even when it is not his turn. If a grim runs out of LP, he may overextend and continue to maintain his transformation by paying the "grim cost" (1 HP of lethal damage per HD each round transformed, bypassing resistances and any temporary HP). Entering into this overextension, the grim may not transform again after he de-transforms until all his LP are refreshed.

The influx of power grants him a reroll on a d20 roll he makes once per round. Additionally, he may spend 1 LP while transformed to reroll any single d20 roll once per round.

As a grim gains levels, he will have his choice of alterations to modify the abilities he gains when he transforms. A grim who is knocked unconscious or dies while transformed, remains transformed until the start of his next turn.

Past Deeds: A grim isn't always delving in tombs and crypts. At 1st level, he gains an archetype feat he meets the prerequisites for.

Scourge Attack (Su): At 1st level, he learns to channel damaging power as part of an attack made as a standard action at the cost of 1 LP. He channels this energy through an attack, natural or manufactured. Only one attack per round may be a scourge attack and is declared before the attack is rolled, affecting a single target. A scourge attack's unleashed power rends through and inundates the target, dealing 1d6 damage at 1st grim level and an additional 1d6 at every odd-numbered grim level. While transformed, he deals damage equal to 1d6+2 damage instead.

Second Path: A grim must choose to specialize or diversify. At 3rd level, he may choose either a second Aptitude Path or a High balance or lower feat he meets the prerequisites for.

Death's Communion (Ex): At 4th level, he is recognized as notable by those who ferry the souls of the dead. A grim can be raised from the dead without the need for expensive material components or experience point loss.

Additionally, a grim may choose up to two allies, bestowing upon them this benefit in a binding pact (taking 1 minute of concentration by the grim). Alternatively, he may choose up to four allies, cutting the material component requirements to raise them and experience loss by 50% instead. The pact can be completed or withdrawn from an ally at a range of up to 30 feet. The pact cannot be applied to an unwilling target.

Divine Suffusion (Su): The divine energies that power the grim's spells suffuses itself into the grim's soul, allowing him to cast spells of the given level when not transformed. At 5th level, the grim may cast his 1st level spells when not transformed. At 9th level, the grim may cast his 2nd level spells when not transformed. At 14th level, the grim may cast his 3rd level spells when not transformed. At 19th level, the grim may cast his 4th level spells when not transformed.

Death's Accord (Ex): At 6th level, the grim is empowered with a resistance to effects from abilities with the death descriptor, death effects and energy drain, re-rolling any failed save, taking the better of the two results. Additionally, he takes 0.5 ½ effectiveness from energy drain (minimum of 1), and negative energy effects (such as those from inflict spells or chill touch) regardless if he was allowed a save or if the save was successful.

Agile Scourge (Su): At 7th level, the grim gains the option of making a scourge attack when making any attack, such as when part of a full attack action, standard action, readied action or from an attack of opportunity. He is still limited to 1 scourge attack per round.

Returning Memories (Ex): A day after returning from the dead, an epiphany of memories strikes the grim, and he regains his lost power. At 7th level, if the grim dies and is brought back to life with a means that would cause him to lose a level, he instead only suffers temporary level drain as if he had been energy drained. The negative level is automatically restored after 24 hours and never becomes permanent level loss. If reincarnated, he may instead choose to have his body restored to its original form (though as a young adult).

Bonus Feat: At 8th level, the grim gains a bonus grim feat for which he meets the prerequisites.

He gains an additional grim bonus feat at 13th and 18th levels.

Imbued Body (Ex): At 8th level, the grim may choose an Alteration he has learned to become a permanent aspect of his body and soul. The Alteration continues to function even when he is not transformed.

He gains another imbued body from another alteration at 11th, 14th, 17th and 20th levels.

An alteration can only be taken as an imbued body if all prerequisite alterations have been gained as imbued bodies.

Nixing Scourge (Su): At 9th level, the power of his Scourge Attack grows, becoming capable of disintegrating creatures, objects and force effects, such as a wall of force. By spending an additional LP, any creature killed or object reduced to 0 or fewer hit points by this attack is disintegrated, leaving behind trace dust and any equipment it carried. A Fortitude save (DC 10 + his key mental ability modifier + 0.5 ½ his HD) prevents disintegration but leaves the body a mangled wreak.

Nixing scourge allows scourge attacks to bypass an amount of DR or hardness equal to his grim level.

Against force effects, he must make a caster check (d20 + spell slot's level + key mental ability modifier) against the save DC of the force effect. If he succeeds, the force effect (up to a 10' square) is destroyed.

Death's Contract (Ex): At 10th level, the grim is empowered with immunity to effects from abilities with the death descriptor, death effects, energy drain, and negative energy effects (such as those from inflict spells or chill touch) but not planar effects such as that generated by the Negative Energy Plane (though he retains his 0.5 ½ effectiveness against negative energy from Death's Accord). This ability does not remove previously gained negative levels or affect the saving throw necessary 24 hours after gaining a negative level. This ability doesn't protect against other sorts of attacks, such as hit point loss, poison, or petrification, even if those attacks might be lethal. This ability does not negate the temporary negative level gained when using the Returning Memories ability.

An undead grim instead applies these benefits to positive energy effects instead.

Eternal Life (Su): At 11th level, he no longer ages normally. He may continue to age if he chooses, gaining bonuses and penalties as normal, but he no longer has a maximum age and cannot die of old age.

Great Scourge (Su): At 15th level, the grim may make a single Scourge Attack in place of a full attack action as he channels all his fury. For each iterative attack he gives up, he adds a multiple of his scourge attack damage dealt with the attack.

Perfect Transformation (Su): At 20th level, the grim need not spend LP to maintain his grim transformation in any round in which he doesn't attack or cast spells, though his LP do not refresh while in this state.

Alterations[edit]

Alteration Types: Alterations come in four basic types: Passive, Burst, Aura and Special. Alterations may have more than one type.

Passive: These alterations function simply by having them.
Burst: These alterations have an area of effect and require an action to use.
Aura: These alterations have a radius and affect targets as described.
Special: These alterations don't fit into the above types.
Alterations[edit]
Name Type Prerequisite Description
Armor Fusion Passive None Your armor's restrictions and encumbrance is lessened.
Aura of Dread Aura Intimidate 6 ranks A 30 foot burst of fear used to demoralize opponents with intimidation.
Bestial Aspect Passive Feral Body Whenever you transform you gain animalistic features, as per beast form I.
Bestial Aspect, Greater Passive Improved Bestial Aspect Whenever you transform you gain animalistic features, as per beast form III.
Bestial Aspect, Improved Passive Bestial Aspect Whenever you transform you gain animalistic features, as per beast form II.
Boon of Charisma Passive None +2 bonus to Charisma.
Boon of Constitution Passive None +2 bonus to Constitution.
Boon of Dexterity Passive None +2 bonus to Dexterity.
Boon of Fortitude Passive None +2 bonus on Fortitude saves.
Boon of Reflex Passive None +2 bonus on Reflex saves.
Boon of Strength Passive None +2 bonus to Strength.
Boon of Will Passive None +2 bonus on Will saves.
Dark Matter Burst Tenebrous Body, Tenebrous Deviation, Tenebrous Wave You create an ever expanding wave of darkness which devour your opponent and leave nothing behind.
Devourer of Light Aura, Burst Tenebrous Wave, Tenebrous Body A burst that consumes magical lights.
Elemental Affinity Special Ability to speak either: Auran, Aquan, Ignan or Terran; Minor Elemental Affinity Gain Minor Bends from one of the Bender of Elements classes.
Elemental Affinity, Final Special Ability to speak either: Auran, Aquan, Ignan or Terran; Minor Elemental Affinity, Elemental Affinity, Improved Elemental Affinity Gain elemental subtypes; Elemental abilities.
Elemental Affinity, Improved Special Ability to speak either: Auran, Aquan, Ignan or Terran; Minor Elemental Affinity, Elemental Affinity Gain Major Bends; Elemental features.
Elemental Affinity, Minor Special Ability to speak either: Auran, Aquan, Ignan or Terran Gain Basic Bends of one element, minor elemental ability.
Elemental Attack Passive Bestial Body A natural attack gains added elemental energy damage.
Elemental Body Passive Bestial Body, Elemental Resistance You are surrounded by an aura of elemental energy.
Elemental Breath Special Elemental Resistance You gain a breath weapon.
Elemental Burst Aura, Burst Bestial Body, Elemental Resistance, Elemental Body You release a wave of energy from your body in a 30 foot radius.
Elemental Projectile Special Elemental Resistance You can throw projectiles made of solid energy.
Elemental Resistance Passive None Resistance to Energy from either fire, cold, acid, electricity or sonic damage.
Feral Body Passive None You gain a feral strike weapon of your choice.
Flash Before the Eyes Burst, Special None Targets within a 60 foot cone become fascinated.
Fleet Movement Passive None You gain a monk's fast movement and may 10' step.
Forcefield Passive Lucent Body or Tenebrous Body You have a forcefield around you, which bolster your AC and provide temporary hit points.
Great Form Passive Boon of Constitution, either Boon of Dexterity or Boon of Strength You grow a size category larger.
Greater Dread Passive Intimidate 6 ranks, Aura of Dread When you make targets shaken, they become intensely shaken.
Greater Stalwart Body Passive Stalwart Body Damage Reduction 4/−.
Improved Uncanny Dodge Passive Uncanny Dodge You can no longer be flanked.
Leaps and Bounds Passive None Double roll Balance, Jump and Tumble skill checks and avoid provoking for some movement.
Lucent Body Aura, Passive None A luminous aura of light, Bright-light Vision and a +2 deflection bonus to AC.
Lucent Deviation Special Lucent Body, any other Lucent alteration You become mostly light, able to move through solid objects at half speed.
Lucent Flare Aura, Burst None Aura causes targets to become dazzled.
Lucent Fortification Passive Lucent Body Scoring precision damage against you is more difficult.
Lucent Moderate Fortification Passive Lucent Flare, Lucent Body, Lucent Fortification You gain moderate fortification.
Master of Portals Special None You can open a pair of portals which lead to each other.
Memories of the Dead Special None You enter the mind of a foe you kill or identify a corpse.
Reaper's Sickle Special Lucent Body or Tenebrous Body You summon a large amount of ghostly sickle to strike down your foes.
Sight of Revelation Passive Spot 10 ranks You gain the ability to see invisible creatures near you.
Spectral Weapon Special None You create a spectral weapon when making a scourge attack.
Stalwart Body Passive None Damage Reduction 2/−.
Surge of Emotion Aura, Burst None You create a 30 foot bursting aura that either boosts morale for allies or lowers morale for opponents.
Tenebrous Body Aura, Passive None A shadowy aura that reduces illumination, Darkvision and a +2 deflection bonus to AC.
Tenebrous Deviation Special Tenebrous Body, any other Tenebrous alteration Your body temporarily becomes like shadow-stuff, allowing you to dimension door.
Tenebrous Force Special Grim level 6th, Tenebrous Body You possess an unseen forces which allow you to move objects or even creatures telekinetically.
Tenebrous Wave Aura, Burst None Aura causes targets to have blurry vision.
Theriomorphic Aspect Passive Greater (3.5e Grim Alteration), Greater Bestial Aspect]] Whenever you transform you gain animalistic features, as per beast form III.
Tongue of Power Passive Boon of Charisma You can speak and understand all languages and unleash a damaging power word.
Uncanny Dodge Passive None Retain your Dexterity bonus to AC (if any) even when caught flat-footed or struck by an invisible attacker.
Vigorous Burst Special Vigorous Healing Fast Healing 2.
Vigorous Healing Passive Boon of Constitution Fast Healing that scales with your grim level.
Wings Passive Boon of Dexterity, either Fleet Movement or Leaps and Bounds You grow a pair of wings, enabling you to fly.
Wispform Special Lucent Body Assume the form of a small swarm of will-o wisps.

3.5e Grim Alterations: A complete list of alterations as well as additional comments on their design.

Grim Feats[edit]

Name Prerequisite Description
Ascended Transformation Grim Transformation, Character Level 9th When you transform, you can gain two additional alterations at a higher cost to maintain your transformation.
Bind Possession Grim Transformation You gain the ability to establish a connection to an item, allowing you to store it in a pocket dimension. It gains benefits.
Brutal Transformation Grim Transformation When you transform you gain a +2 bonus on Strength and Powerful Build.
Conductive Spell Essence Grim Transformation You gain healing and harming-themed spells to your grim spell list plus a bonus to Heal.
Death's Arbiter Grim Transformation, Knowledge (religion) 6 ranks You may absorb damage taken by an ally instantly if it would otherwise kill him.
Elemental Scourge Attack Scourge Attack Transforms your Bane Attack damage into elemental energy on command.
Final Rites Grim Transformation, Knowledge (religion) 18 ranks You put a curse-like supernatural effect on creatures you kill, preventing them from being raised or returning to the Material Plane.
Grim Desperation Grim Transformation When your LP pool is empty, you can choose to pay the "grim cost" in HP instead.
Grim Rider 1 passive Alteration Grant a companion creature your passive alterations while transformed
Lasting Transformation Grim Transformation class feature. You can achieve a long lasting semi-transformed state.
Life Point Reserve Grim Transformation Gain additional grim Life Points with your level.
Manifest Scourge Attack Divine Suffusion You harness the full power of your Scourge Attack when not transformed.
Scourge Attack Focus Scourge Attack Your Scourge Attack deals additional damage per grim level.
Scourge Cleave Cleave, Power Attack, Scourge Attack, Strength 13 When you cleave an opponent with a Scourge Attack, your cleave attack may also be a Scourge Attack.
Soul Warden Grim Transformation, Knowledge (religion) 10 ranks You guide souls to the afterlife and destroy incorporeal undead.
Tenebrous Spell Essence Grim Transformation You gain several darkness-themed spells to your grim spell list plus improved vision.
Tome Grim Grim 1st level You gain more LPs and refreshes them faster.
Zephyrean Spell Essence Grim Transformation You gain several flight-themed spells to your grim spell list plus a bonus to Jump.

Campaign Information[edit]

Dealing with the afterlife varies from campaign settings, so, be sure to find out what plane is considered the afterlife for determining the effects of some of the grim's abilities. The afterlife may vary for certain creatures, or even vary among followers of a faith or alignment.

In some societies, grims may play against ideals and norms, becoming either outcasts or eccentrics. They may also serve as public servants, spiritualists and preachers to their fellows.

Grim Lore[edit]

When you look back on your life do you ask yourself 'Have I made the right choices? Do I have regrets? Were my failures my bane?' or do you say 'It matters not what I feel, for the historians for ages to come shall know my name and my tale'. When you look back on your life, do you see Death following?
—Alem Eigrod the Gray Saint

Characters with ranks in Knowledge (religion) can research grims to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

The DC to learn about a specific class feature of the grim is 10 + the level the ability is gained.

Knowledge (religion)
DC Result
10 Grims can transform, becoming stronger for a short period of time. Their powers are granted through a connection to the Ethereal Plane.
15 Grims often pose as shamans or exorcists. They gain power to destroy undead creatures and deal powerful blows with weapons as well as cast a few spells.
20 A grim's connection to the Ethereal Plane affords him a cheaper passage from the afterlife back to the world of the living as well as protection to means that would surely kill most others.
25 A powerful grim may destroy objects, creatures and solid force with a touch. Able to transform at a moment's notice and strike out with supernatural power against his foes, the grim often walks about in unseen quietude.



Back to Main Page3.5e HomebrewClassesBase Classes

Facts about "Grim (3.5e Class)"
Article BalanceVery High +
AuthorGanteka Future +
Base Attack Bonus ProgressionModerate +
Class AbilitySpontaneous Divine Spellcasting +
Class Ability ProgressionOther +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
SkillBalance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disguise +, Escape Artist +, Heal +, Hide +, Intimidate +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Spellcraft +, Spot +, Survival + and Swim +
Skill Points4 +
SummaryA supernatural warrior that channels power from the Ethereal Plane to transform his spirit and body as a divine ally of Death. +
TitleGrim +
Will Save ProgressionGood +